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<blockquote data-quote="Chris_Nightwing" data-source="post: 5982783" data-attributes="member: 882"><p>I think we're at cross purposes, and I think I see your point of view now.</p><p></p><ul> <li data-xf-list-type="ul">Let's say we have a party of 4 standard adventurers.</li> <li data-xf-list-type="ul">They engage in a fight against a single enemy whose XP value is 1/4 of the day's total. They do this 4 times to make up the day's adventuring.</li> <li data-xf-list-type="ul">The next day they engage 4 enemies whose XP value is the total for the entire day. This is harder due to the action economy, unless things scale non-linearly.</li> </ul><p></p><p>In the first day, life will be easier because you have 4 actions per enemy action. The second day will be more difficult because all actions are put together. However, there is the possibility of area effects making things easier.</p><p></p><p>Everything depends on how creature XP values scale. We learnt in 4E that making a Solo worth 5x an ordinary creature didn't make it 5x tougher, because it lacked actions. So when designing a given encounter you really ought to scale the XP according to the number of actions available to each side:</p><p></p><p>1 creature worth 4X is not the same as 2 creatures worth 2X, nor the same as 4 creatures worth 1X. Really, a given encounter is worth the creature XP total times by the number of actions the enemies get relative to the party. So 1 creature worth 4X is 4X, 2 worth 2X is more like 8X and 4 worth 1X is more like 16X. Unless, of course, XP values assigned to monsters scale in some strange non-linear fashion (and you ought to take into account area effects).</p><p></p><p>So for encounter guidelines, whether using a daily or encounter system, you should take into account the number of enemy actions AND their base XP value. Neither 3E nor 4E nor the proposed 5E does this, as far as I know.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5982783, member: 882"] I think we're at cross purposes, and I think I see your point of view now. [LIST] [*]Let's say we have a party of 4 standard adventurers. [*]They engage in a fight against a single enemy whose XP value is 1/4 of the day's total. They do this 4 times to make up the day's adventuring. [*]The next day they engage 4 enemies whose XP value is the total for the entire day. This is harder due to the action economy, unless things scale non-linearly. [/LIST] In the first day, life will be easier because you have 4 actions per enemy action. The second day will be more difficult because all actions are put together. However, there is the possibility of area effects making things easier. Everything depends on how creature XP values scale. We learnt in 4E that making a Solo worth 5x an ordinary creature didn't make it 5x tougher, because it lacked actions. So when designing a given encounter you really ought to scale the XP according to the number of actions available to each side: 1 creature worth 4X is not the same as 2 creatures worth 2X, nor the same as 4 creatures worth 1X. Really, a given encounter is worth the creature XP total times by the number of actions the enemies get relative to the party. So 1 creature worth 4X is 4X, 2 worth 2X is more like 8X and 4 worth 1X is more like 16X. Unless, of course, XP values assigned to monsters scale in some strange non-linear fashion (and you ought to take into account area effects). So for encounter guidelines, whether using a daily or encounter system, you should take into account the number of enemy actions AND their base XP value. Neither 3E nor 4E nor the proposed 5E does this, as far as I know. [/QUOTE]
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