100 x the Level you are trying to reach.
5 x the Level you are trying to reach.
Provide Players with 10 EXP for each hour of gameplay; 1 EXP for each Level of enemy defeated; 5 to 50+ EXP for party role play; and 25-100 EXP for any completed quests. In general, also reward 1 Lesson worth of Training per hour of gameplay, or an equivalent reward in the form of a Skill Point or 5 XP to a Trait.
1d6/5 = start with 1d6 damage, and add +1d6 more damage for every 5 points in your Martial Trait
Start with your Dexterity Active Trait, all physical weapons use this to modify your Attack roll. Then add the first "+" value of your weapon's "Proficiency", noted as "Prof." in the Equipment section. Then apply any Modifier.
If your weapon is Melee, start with your Strength Active Trait. If your weapon is Ranged, start with your Dexterity. Some Guns may use Ingenuity. Then look at the second "+" value of your weapon's Proficiency.
Look at your Ingenuity, Intelligence, and Spirit. The highest of those three is your "Spellcasting Trait". This Trait is added to your Spell attack rolls and damage dice (where noted). Further modifiers from your Implement, and the Rank of Spell you cast, are then added.
In general, award the following EXP:
Conflict: the Level of all defeated enemies as EXP
Quest Completion: 10 EXP for completing an optional quest, 25 EXP for completing an objective, 50 EXP for advancing a major plot point, or 100 EXP for completing a story.
Role Play: Award minimum 5 EXP per player as a reward for roleplaying. Award an additional 5 or more EXP to the party for each player that demonstrated exceptional roleplay decisions.
Don't forget to award Veteran Points, Honor, and Fame as bonuses!