Ok, so like I said in the last post, I made some changes to the 5e 2014 rules. The major change is to the dying and resting rules, which ties in to how I award XP. You may be able to apply the basic principle in other games.
Dying: When you go to 0 HP, you gain one level of exhaustion. Then, the party gains XP equal to your level of exhaustion, times your level, times 100. This XP is shared equally among all PCs at the end of the session.
When you fail a death saving throw, you gain one level of exhaustion, and the party gains XP in the same way as above.
Exhaustion: The normal penalties for exhaustion do not apply, except you still die if you reach six levels of exhaustion.
Short rest: During a short rest, you can spend hit dice to regain hit points as normal. You always regain the maximum amount of hit points from each die, no need to roll.
Long rest: A long rest does not let you recover any hit points by itself, but you can spend hit dice just like during a short rest. You recover all hit dice and spell slots at the end of a long rest. But if you have exhaustion, there is an X in 6 chance to not recover an expended hit die or spell slot, where X is your level of exhaustion. Roll a d6 for each expended hit die and spell slot.
After determining what hit dice and spell slots you recover, remove one level of exhaustion.
Channel Divinity: A cleric or paladin with exhaustion must roll to recover expended uses of Channel Divinity during a short rest, in the same way as for hit dice and spell slots during a long rest. They always recover Channel Divinity during a long rest. (We agreed to implement this after the Life Cleric went crazy with her Channel Divinity healing.)
Base XP Reward: At the end of each session, in addition to the XP gained from dying, each character earns XP equal to the highest level among the surviving characters, times 100.
New Characters: If your character dies, your new character starts one level lower than your high score (minimum 3).
The guys who survived the dragon fight found themselves mysteriously dumped in the wilderness. They headed to town and someone had the idea "hey, maybe we should tell the queen there's a friggin dragon in her castle." So they returned to the castle and screwed around, killed some wolves and more suitors, never got around to telling the queen anything, and then an old guy with an arrow in his back showed up in town and said the elves were coming. I didn't mention this last post, but our heroes did previously break a statue of the king's grandpa that had a weird pointy-eared monster inside. Which they killed. Well what they don't know is that it was the elf lord of the land, twisted by his long imprisonment, who was sealed in there by the first human king, and with the old elf lord dead, the great fey has finally chosen a new ruler of the land's elves, and she has called upon them to take back what is theirs, and now the elf war is about to begin.
ELF WAR PARTIES
Roll d4 for Frontline and Support, and combine.
Frontline
- 1d4 elfmaidens riding unicorns
- 1d2 fey trolls (cannot regenerate while touching steel)
- Vine mech piloted by an elf
- 1d6 foxfolk mercenaries
Support
- 1d6 stealth archer elves
- 1d4 singing bard elves
- 1d4 solar priest elves
- 1d4 flying wind wizard elves

