I'm A Banana
Potassium-Rich
TLDR; if a single Deadly encounter leaves you so weak that you'd be unable to beat multiple Medium threats, you are (in my opinion) doing it wrong.
There's no XP modifier for 5' wide corridors or surprise or tactical genius or luck. The system isn't designed to be an accurate representation of the challenge the party actually faces in process. If it wants to be that, it would do better to be retroactive (ie, you reward XP based on the actual danger in the encounter, not based on the monsters). No "xp for monsters" system could EVER actually reflect what happens in practice, due to the huge amount of variability in practice.
The system IS designed to give you a rough idea of how much the party can mathematically handle before they need to rest when you're planning out your encounters in advance. If the party manages to luck or skill their way to a few extra or a few fewer encounters in a day, the system doesn't consider that a problem -- it's part of the natural expected variance (part of why the daily XP total is 6-8 encounters).
In as much as people are looking for the former and receiving the latter, WotC does have a bit of a communication issue (and a gap that could be filled). But I don't see it as a flaw in the system for it not to be delivering something that it wasn't designed to deliver.
If you WANT a system that rewards XP based on actual encounter difficulty, I might recommend...
- Reward XP as if the party defeated an Easy encounter if the party didn't need to use healing or daily abilities in the encounter in order to succeed.
- Reward XP as if the party defeated a Medium encounter if the party had to spend healing or daily abilities in the encounter, but no characters dropped unconscious for more than a round.
- Reward XP as if the party defeated a Hard encounter if the party had at least one party member taken out of the fight entirely.
- Reward XP as if the party defeated a Deadly encounter if the at least half of the party was taken out of the fight entirely.
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