Skip to content

Game Master

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 PointsTrait PointsProficiency 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 AccomplishmentXP
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. The following describes the assumes of each type.

  • Low
    • Proficient
    • An Ability Modifier of +0
    • A Roll of 8+
  • Moderate
    • Proficiency
    • An Ability Modifier of +2
    • A Roll of 13+
  • High
    • Proficient
    • An Ability Modifier of +5
    • A Roll of 18+

These values do not reflect bonuses gained through magical, supernatural, or other unique methods. If a character is not proficient with the roll they are making, an adjustment (if reasonable) is:

  • Low: 8
  • Moderate: 13
  • High: 18
ScoreLowModerateHigh
191624
2101725
3111826
4121927
5132028
6142129
7152230
8162331
9172432
10182533
11192634
12202735
13212836
14222937
15233038
16243139
17253240
18263341
19273442
20283543

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 ScoreWealthRecommended Highest Item Rarity
160 silverCommon
2250 silverCommon
3550 silverUncommon
4950 silverUncommon
51,500 silverUncommon
62,150 silverUncommon
72,950 silverUncommon
83,850 silverRare
94,850 silverRare
106,000 silverRare
117,250 silverRare
128,650 silverRare
1310,150 silverVery Rare
1411,750 silverVery Rare
1513,500 silverVery Rare
1615,350 silverVery Rare
1717,350 silverVery Rare
1819,450 silverLegendary
1921,650 silverLegendary
2024,000 silverLegendary

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 yearStarting Proficiency ScoreEnding Proficiency Score
1 week01
1 month12
1 month23
1 month34
2 months45
2 months56
3 months67
3 months78
3 months89
4 months910
4 months1011
5 months1112
5 months1213
6 months1314
6 months1415
6 months1516
7 months1617
7 months1718
7 months1819
8 months1920

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
  • 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.

Additional Resources