Turgenev
Legend
Coredump said:Turg,
Let me get this straight, you give each creature a set amount of XP, and then give the characters a percentage of that, depending on difficulty. So, how is this different than the DMG version?
The big difference (to me at least), is that my "system" predates the CR version by a good 12 years plus.


The only difference I see, is that your method provides less flexibility in assigning the original XP, less flexibility in assigning a modifying percentage modifier, and more flexibility on when to use a modifier.
Okay, if you say so.

One idea that I've been thinking of implementing is assigning set XPs to Story Awards. 50 XP for a minor plot, 150 for a major plot point, modified by the characters level. I'm also toying with the idea of handing out 25 XPs per crucial skill use/successful checks (not counting taking 10 or 20). I also have a friend who gives out bonus XPs for character journals (50 XP times character level). I think I might adopt something similar. There are many ways to doing experience points than just counting coup.
The DMG method does assign a set XP amount. (CR*300) and it is a 'normal' difficulty against a 4 person party of a level = CR. If the CR is greater/lower, than the XP is 'modified' for being more or less difficult.
I know how CRs work, thank you. I have read the DMG. I just don't use them.
No, he isn't. I created the scenario. I am pointing out a flaw in the system.
Ahhh, but I was pointing out the flaw in your "scenario" that made your point feeble. There are two points you need to consider:
1) A higher level character should spend most of his time fighting against opponents of equal or slightly higher levels. Otherwise what's the use? A 15th level character shouldn't be routinely facing the same opponents as a 5th level character would. Thus the "flaw" that they would both earn the same XPs when facing an opponent doesn't prove to be much of a problem since the two characters would face opponents geared specifically towards them (or slightly tougher).
2) If the encounter doesn't present a challenge to the PCs, then they do not gain any XPs from it. I've used this rule since my 1st edition days.
In other words, if the PCs don't have to sweat for it, they don't earn it.

Now, you can tweak the reality, by making sure harder Ogres are now there, but that is just 'fixing' a weak part of the system. Remember, the original proposal had nothing to indicate modifying due to difficulty. And even assuming there are some bigger baddies there, the 'flunky' Ogres still provide too big of a boost to the XP total. A 15th lvl fighter is more than 3x a 5th level fighter, but the gained XP is still 1/3. Now, your system seems to modify that further, but you are introducing as much 'tweaking' as needed in the DMG system.
LOL! I'm not fixing anything. I was just adjustng the enounter to a more realistic scenario. As far as I'm concerned, one should always attempt to challenge their players with the encounters (hence the reference to more powerful ogres). I suggest it was your "scenario" that was faulty in the first place. My campaigns don't tend to play out the way you gave since I don't waste my players' time, or my own, by sending them through cake walks (not counting canon fodder – canon fodder has its uses) and then awarding XPs for it afterwards. I'll leave you to worry about something that doesn't seem to bother me or my group at all. I'll agree to disagree.
Lets say the fighter attacks a group of Ogres, including some really tough ones (levels, magi, whatever) if the *encounter* was tough, do you still modify the XP from the base ogres??
I guess it would truly depend on the scenario. If the regular Ogres are using good tactics (or they are canon fodder) to keep the PCs away from the Ogre Magi while it casts its spells at the party, then I would include them in the XP award. Course the actual number of Ogres would effect the encounter also. Get enough Ogres in one room and I don't care what level you are, they will cause trouble.

Cheers,
Tim