query: Distributing exp during encounters
positive_passages.docid: 156037
positive_passages.text: How is XP awarded for combat encounters?
negative_passages.docid: 27575
negative_passages.text: How to manage XP in non-combat missions
negative_passages.docid: 41462
negative_passages.text: Distribute objects optimaly
negative_passages.docid: 60425
negative_passages.text: How to limit magical friendly fire risks during a fight
negative_passages.docid: 18880
negative_passages.text: Distribution of extremal values
negative_passages.docid: 100774
negative_passages.text: Allocate amount A according to the distribution of amount B
negative_passages.docid: 69111
negative_passages.text: Is there a proper way to handle large combat engagements with party members involved?
negative_passages.docid: 156244
negative_passages.text: What is the CR/XP-Character Level relationship for opponents?
negative_passages.docid: 128713
negative_passages.text: Can players "Ready" outside of combat?
negative_passages.docid: 50370
negative_passages.text: How does damage dealt increase as you level up
negative_passages.docid: 57874
negative_passages.text: How do I run a game for a larger group?
negative_passages.docid: 153021
negative_passages.text: Multi armed bandit for general reward distribution
negative_passages.docid: 73876
negative_passages.text: Teleport a player to face an entity?
negative_passages.docid: 36456
negative_passages.text: Multiple Standard Actions With High Base Attack Bonus
negative_passages.docid: 38122
negative_passages.text: My DM insists on rolling a single save for groups affected by AoE save spells. How does this affect my odds of successfully affecting the enemy?
negative_passages.docid: 138380
negative_passages.text: How does item level and rarity affect the possible attributes?
negative_passages.docid: 71308
negative_passages.text: How to run a command (using /execute) based on a player having 7 or more xp points in Minecraft?