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Exp reward chart is really beginning to annoy me
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<blockquote data-quote="ced1106" data-source="post: 471977" data-attributes="member: 7551"><p>Well, remember that in the olden (or should I say golden!) days, the amount of XP you got depended on how much TREASURE you got from the creature...!</p><p></p><p>I'm glad that CRs and Levels were based on some rules of thumb: One level per 14 encounters; CR assumes a party of four (?) uses up 1/4 of their resources.</p><p></p><p>So, for a "tougher than average" combat, and assuming your players didn't do anything stupid (or particularly smart), you could adjust the CR depending on how much player resources (hit points, spells, etc.) they used up. </p><p></p><p>Likewise, if the PCs think their way out of a situation (one suitable for their level), that's 1/13 their way to the next level.</p><p></p><p>I think there's a formula you could come up with using these rules of thumb alone, rather than the 4-sig-fig XP charts...</p><p></p><p></p><p>Cedric.</p><p>aka. Washu! ^O^</p></blockquote><p></p>
[QUOTE="ced1106, post: 471977, member: 7551"] Well, remember that in the olden (or should I say golden!) days, the amount of XP you got depended on how much TREASURE you got from the creature...! I'm glad that CRs and Levels were based on some rules of thumb: One level per 14 encounters; CR assumes a party of four (?) uses up 1/4 of their resources. So, for a "tougher than average" combat, and assuming your players didn't do anything stupid (or particularly smart), you could adjust the CR depending on how much player resources (hit points, spells, etc.) they used up. Likewise, if the PCs think their way out of a situation (one suitable for their level), that's 1/13 their way to the next level. I think there's a formula you could come up with using these rules of thumb alone, rather than the 4-sig-fig XP charts... Cedric. aka. Washu! ^O^ [/QUOTE]
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Exp reward chart is really beginning to annoy me
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