Modified Three Pillar
This version of three pillar experience rewards players for exploration and social interaction, while maintaining the traditional character advancement scale and allowing the GM to reward XP for encounters.
Instead of rewarding a fixed amount, for Exploration and Social Interaction players receive a percentage of the XP required for them to get from their current level to the next (calculated from the base XP of their level to the next, not including XP they've earned in between.)
They may receive a higher or lower percentage depending on the their tier of play compared to the magnitude of their accomplishment.
Gaining Levels
Players gain levels according to the normal PHB Character Advancement table.
0
1
300
300
2
600
900
3
1,800
2,700
4
3,800
6,500
5
7,500
14,000
6
9,000
23,000
7
11,000
34,000
8
14,000
48,000
9
16,000
64,000
10
21,000
85,000
11
15,000
100,000
12
20,000
120,000
13
20,000
140,000
14
25,000
165,000
15
30,000
195,000
16
30,000
225,000
17
40,000
265,000
18
40,000
302,000
19
50,000
355,000
20
See Epic Boons
Dividing XP
For Exploration and Social Interaction, the XP award for an adventure is the same for each member of the party, instead of being divided among them.
Pillar 1: Exploration
For discovering both Items and Locations, each player gains 5% at their tier, 5% additional for every tier above, none for below their tier.
Items
In this version, players are rewarded for discovering magic items that are of the highest nonconsumable rarity suggested for their tier as per Xanathar's Guide.
Tier 2
A single art object or gem worth 1,000 gp or more, or a major rare item
Tier 3
A single art object or gem worth 5,000 gp or more, or a major very rare item
Tier 4
A single art object or gem worth 50,000 gp or more, or a major legendary item
Locations
A location's tier depends on the importance to your campaign, measured by the scope of its discovery or liberation's impact:
Tier 2
A location vital to a kingdom
Tier 3
A location important across the world
Tier 4
A location of cosmic importance
Pillar 2: Social Interaction
NPCs
Players gain XP for turning important NPCs into allies, aligning them with their cause or denying them as assets to their enemies. The XP they gain is based on the NPC's power and influence.
Tier 2
An NPC with influence over a city or the equivalent
Tier 3
An NPC with influence over a kingdom, continent, or the equivalent
Tier 4
An NPC (including a deity) with cosmic significance or influence across multiple worlds.
Role Play
This modified Three Pillar method also rewards players for inter-party role play. The difficulty of inter-party role play should remain fairly constant throughout all tiers of play, so unlike the other categories in this method it is not awarded based on tier. Instead, it is awarded for specific group activities.
When the party interacts in character during a session, each member gains 5%. If the interaction is only partially in character, they gain 2%. If they create a story-changing or divergent moment, they gain an extra 5%.
Here are some examples of these interactions (obviously party interaction situations are not limited to these):
The party argues in character.
The party comes to a decision in character.
The party solves a mystery or puzzle in character.
Some party members conspire to play a trick on another party member
Some party members confront other party members about a problem or secret.
The party convinces an NPC to give them information that the NPC previously did not want to give, a significantly lower price on an item, or another form of important help.
More than half the party gains inspiration or role plays their TBIFs.
The party agrees to take a quest from an NPC in need.
Pillar 3: Combat
Players gain 85% of the encounter XP, rounding decimals down, divided between them and any NPCs that contributed. This is used for combats, traps, and puzzles which award XP.
Reddit Formatting
I liked the idea of three pillar experience, but it had many flaws, so I made some heavy modifications. Here's why it's better:
It uses the regular Character Advancement table from the Player's Handbook
It allows to DM to award encounter XP
It rewards players for inter-party role play as well as role play with NPC's
It rewards players for discovering the rarest items appropriate to their tier according to Xanathar's Guide (the original required players to discover items above their tier.)
The Three Pillars of Play
For an explaination of the three pillars of play, see the original UA. In short, players get XP for each of the three pillars: exploration, social interaction, and combat.
Gaining Levels
Players gain levels according to the normal PHB Character Advancement table.
| XP | Level | XP to Next Level |
| ------- | ----- | ---------------- |
| 0 | 1 | 300 |
| 300 | 2 | 600 |
| 900 | 3 | 1,800 |
| 2,700 | 4 | 3,800 |
| 6,500 | 5 | 7,500 |
| 14,000 | 6 | 9,000 |
| 23,000 | 7 | 11,000 |
| 34,000 | 8 | 14,000 |
| 48,000 | 9 | 16,000 |
| 64,000 | 10 | 21,000 |
| 85,000 | 11 | 15,000 |
| 100,000 | 12 | 20,000 |
| 120,000 | 13 | 20,000 |
| 140,000 | 14 | 25,000 |
| 165,000 | 15 | 30,000 |
| 195,000 | 16 | 30,000 |
| 225,000 | 17 | 40,000 |
| 265,000 | 18 | 40,000 |
| 302,000 | 19 | 50,000 |
| 355,000 | 20 | See Epic Boons |
Dividing XP
For Exploration and Social Interaction, the XP award for an adventure is the same for each member of the party, instead of being divided among them.
However, this does not mean the XP is awarded for individual merit. XP is awarded when the party as a whole accomplishes something, without splitting hairs about who contributed to what the most.
Awarding XP
Instead of rewarding a fixed amount of XP, for Exploration and Social Interaction players receive a percentage of the XP required for them to get from their current level to the next (calculated from the base XP of their level to the next, not including XP they've earned in between.)
They may receive a higher or lower percentage depending on their tier of play compared to the magnitude of their accomplishment.
Exploration
For discovering both Items and Locations, each player gains 5% for a goal at their tier, 5% additional for every goal from a tier above, none for a goal below their tier.
Items
In this version, players are rewarded for discovering magic items that are of the highest nonconsumable rarity suggested for their tier as per Xanathar's Guide.
| Tier | Goal |
| ------ | ----------------------------------------------------------------------------- |
| 1 | A single art object or gem worth 100 gp or more, or a major uncommon item |
| 2 | A single art object or gem worth 1,000 gp or more, or a major rare item |
| 3 | A single art object or gem worth 5,000 gp or more, or a major very rare item |
| 4 | A single art object or gem worth 50,000 gp or more, or a major legendary item |
Locations
A location's tier depends on the importance to your campaign, measured by the scope of its discovery or liberation's impact:
| Tier | Goal |
| ----- | ----------------------------------------------- |
| 1 | A location important to a small town or village |
| 2 | A location vital to a kingdom |
| 3 | A location important across the world |
| 4 | A location of cosmic importance |
Social Interaction
NPCs
Players gain XP for turning important NPCs into allies, aligning them with their cause or denying them as assets to their enemies. The XP they gain is based on the NPC's power and influence.
Each player gains 5% for a goal at their tier, 5% additional for every tier above, 2% for a goal below their tier.
| Tier | Goal |
| ----- | ---------------------------------------------------------------------------------------- |
| 1 | An NPC with influence over a small town or village, or the equivalent |
| 2 | An NPC with influence over a city or the equivalent |
| 3 | An NPC with influence over a kingdom, continent, or the equivalent |
| 4 | An NPC (including a deity) with cosmic significance or influence across multiple worlds. |
Role Play
This modified Three Pillar method also rewards players for inter-party role play. The difficulty of inter-party role play should remain fairly constant throughout all tiers of play, so unlike the other categories in this method it is not awarded based on tier. Instead, it is awarded for specific group activities.
When the party interacts in character during a session, each member gains 5%. If the interaction is only partially in character, they gain 2%. If they create a story-changing or divergent moment, they gain an extra 5%.
Here are some examples of these interactions (obviously party interaction situations are not limited to these):
The party argues in character.
The party comes to a decision in character.
The party solves a mystery or puzzle in character.
Some party members conspire to play a trick on another party member
Some party members confront other party members about a problem or secret.
The party convinces an NPC to give them information that the NPC previously did not want to give, a significantly lower price on an item, or another form of important help.
More than half the party gains inspiration or role plays their traits, ideals, bonds, or flaws.
The party agrees to take a quest from an NPC in need.
Combat
Players gain 85% of the encounter XP, rounding decimals down, divided between them and any NPCs that contributed. This is used for combats, traps, and puzzles which award XP.
Full encounter XP is not given to balance for the fact that the recommended XP awards for monsters do not take into account that players will be awarded XP for anything else. Additionally, this means that players must engage with the other tiers to advance at a normal rate.
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