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<blockquote data-quote="Coredump" data-source="post: 829986" data-attributes="member: 6939"><p>Hmmmm </p><p>I wish I could edit this...</p><p>I was not at all clear in what I meant. I did not mean what I said. And what I did mean, I will retract as not actually relevant.</p><p></p><p></p><p>Look, you can make anything 'work'. I have a friend that gives XP based on hours played, slightly modified by how productive we were. His theory is that we are doing stuff, so we get exp. Sometimes we are killing, sometimes other stuff. And yeah, this pretty much 'works'; but that doesn't mean it is a great system. The XP system inherrently has a lot of flexibility in it, since it doesn't lead to character death, and a 'mistake' (too much or too little) can be easily fixed the next time. So sure, if you are more comfortable, go ahead.</p><p></p><p></p><p>CW,</p><p>I think you are openning a can of worms. Not only do you have to determine the XP for each monster, but now you have to figure out how much to change the XP character Lvls. I think you could be setting yourself up for a bunch of playtesting type experimenting. Now, you could 'tweak' it and it would probably work fine (see above) but at that point, why not just use the DMG system and 'tweak' that?</p><p></p><p>Turg,</p><p>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 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.</p><p>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.</p><p></p><p> </p><p>No, he isn't. I created the scenario. I am pointing out a flaw in the system. 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.</p><p>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.</p><p>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??</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Coredump, post: 829986, member: 6939"] Hmmmm I wish I could edit this... I was not at all clear in what I meant. I did not mean what I said. And what I did mean, I will retract as not actually relevant. Look, you can make anything 'work'. I have a friend that gives XP based on hours played, slightly modified by how productive we were. His theory is that we are doing stuff, so we get exp. Sometimes we are killing, sometimes other stuff. And yeah, this pretty much 'works'; but that doesn't mean it is a great system. The XP system inherrently has a lot of flexibility in it, since it doesn't lead to character death, and a 'mistake' (too much or too little) can be easily fixed the next time. So sure, if you are more comfortable, go ahead. CW, I think you are openning a can of worms. Not only do you have to determine the XP for each monster, but now you have to figure out how much to change the XP character Lvls. I think you could be setting yourself up for a bunch of playtesting type experimenting. Now, you could 'tweak' it and it would probably work fine (see above) but at that point, why not just use the DMG system and 'tweak' that? 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 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. 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. No, he isn't. I created the scenario. I am pointing out a flaw in the system. 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. 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?? . [/QUOTE]
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