Experience Points
You gain Experience Points (XP) as you succeed various accomplishments. For every 10 Experience Points, you gain 1 Trait Point which can be spent on traits found Traits. Your total XP should be tracked along with your total and unspent Trait Points. For every 10 Trait Points or 100 XP you have earned, your Proficiency Score goes up by one. Giving the following conversion table:
Experience Points | Trait Points | Proficiency Score | ||
100 | = | 10 | = | 1 |
Most Role-Playing Systems start characters at Level 1. This system is able to start at Level 0, where the characters have not invested in any traits or become very unique apart from Heritage Aspects. If, you wish to start the game at Level 1, consider starting the characters with 10 Trait Points and a Proficiency Score of 1. For starting at higher levels, consider the Proficiency Score as the Character Level and determine the Trait Points and XP accordingly.
The table below presents GMs a rough guide to awarding XP to individual character for accomplishments. It is sometimes advisable for a GM to track the group as a whole so that characters gain power fairly equally; to do so, do not award XP for single checks.
Type of Accomplishment | XP |
A single significant ability or skill check (use with discretion) | 1 |
An easy challenge; three or fewer checks, good role playing, an easy combat lasting less than or equal to one round, and so forth. | 3 |
An average challenge; between three and seven checks, a basic combat with between two and five rounds, and so forth. | 5 |
A difficult challenge; between seven and ten checks, a challenging combat lasting between five and ten rounds, and so forth. | 7 |
A hard challenge; between ten and fifteen checks, a challenging combat lasting between ten and fifteen rounds, and so forth. | 10 |
An impossible challenge; more than fifteen checks, a challenging combat lasting over fifteen rounds, and so forth. | 15 |
Note this table is a guideline. If players are trying to drag the combat out for higher rewards a GM can apply the normal or lower XP for such tactics. Or if the combat was incredibly difficult but shortened with character tactics, a GM can reward players with more XP.
Difficulty Class
The following table provides a rough guide for GMs determining DCs based on the party’s average proficiency score.
Average Proficiency Score | Basic DC | Proficient DC | Hard DC |
1 | 10 | 13 | 17 |
2 | 11 | 15 | 19 |
3 | 11 | 16 | 20 |
4 | 11 | 17 | 21 |
5 | 12 | 19 | 23 |
6 | 12 | 20 | 24 |
7 | 12 | 21 | 25 |
8 | 13 | 23 | 26 |
9 | 13 | 24 | 28 |
10 | 14 | 26 | 30 |
11 | 14 | 27 | 31 |
12 | 15 | 29 | 33 |
13 | 15 | 30 | 34 |
14 | 16 | 32 | 36 |
15 | 16 | 33 | 37 |
16 | 17 | 35 | 39 |
17 | 17 | 36 | 40 |
18 | 18 | 38 | 42 |
19 | 18 | 39 | 43 |
20 | 19 | 41 | 45 |
Wealth by Proficiency Score
The following table is the recommended amount of wealth, both currently and spent, or the equivalent item rarity a character should have by Proficiency Score.
Proficiency Score | Wealth | Recommended Highest Item Rarity |
1 | 60 silver | Common |
2 | 250 silver | Common |
3 | 550 silver | Uncommon |
4 | 950 silver | Uncommon |
5 | 1,500 silver | Uncommon |
6 | 2,150 silver | Uncommon |
7 | 2,950 silver | Uncommon |
8 | 3,850 silver | Rare |
9 | 4,850 silver | Rare |
10 | 6,000 silver | Rare |
11 | 7,250 silver | Rare |
12 | 8,650 silver | Rare |
13 | 10,150 silver | Very Rare |
14 | 11,750 silver | Very Rare |
15 | 13,500 silver | Very Rare |
16 | 15,350 silver | Very Rare |
17 | 17,350 silver | Very Rare |
18 | 19,450 silver | Legendary |
19 | 21,650 silver | Legendary |
20 | 24,000 silver | Legendary |
Most adventurers are considered Middle Class or higher on the Downtime Living table in Chapter XVI, Basic Equipment. Matching wealth by proficiency score to living expenses, results in the following estimate of time between Proficiency Score increase. Of course, this table assumes a steady increase from constant and continuous sources of experience points from creatures, social encounters, and skill challenges, which is not always the case. For example, a high stakes, time pressure race might have a quicker increase rate because of the challenges. However, the average adventurer is much more likely to have the following or slower increase rate.
Time, assuming a 4-week month, and a 12-month year | Starting Proficiency Score | Ending Proficiency Score |
1 week | 0 | 1 |
1 month | 1 | 2 |
1 month | 2 | 3 |
1 month | 3 | 4 |
2 months | 4 | 5 |
2 months | 5 | 6 |
3 months | 6 | 7 |
3 months | 7 | 8 |
3 months | 8 | 9 |
4 months | 9 | 10 |
4 months | 10 | 11 |
5 months | 11 | 12 |
5 months | 12 | 13 |
6 months | 13 | 14 |
6 months | 14 | 15 |
6 months | 15 | 16 |
7 months | 16 | 17 |
7 months | 17 | 18 |
7 months | 18 | 19 |
8 months | 19 | 20 |
Stat Blocks
These links provides statistics for creatures, extra information, and statistics for Non-Player Characters (NPC).
- Creature List, a list of creature statistics for the Forge System.
- Advanced Search, an external document that allows searching based on variations such as creature tags, environment, and Challenge Rating.
- New Creatures, is a form to submit suggestions for new creatures in the Forge System. It requires users to include a copy of the suggested stat block.
- NPC List, a list of non-player characters for the Forge System.
- Encounter Resources
- Building with Challenge Rating, provides a calculator to determine recommended CRs for character proficiencies and difficulty.
- Creature Resources
- Challenge Rating Calculator, an external document that automatically calculates CR for new creatures and generates a stat block.
- Creature Tags, a list of creature tags along with various common abilities associated with the tags.
- Common Abilities, a list of passive and active abilities along with descriptions of each.
- Translating Creature Abilities, lists common translations of creature abilities from other tabletop role playing games.