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Experience points are too fiddly for me.
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<blockquote data-quote="Lackhand" data-source="post: 6084244" data-attributes="member: 36160"><p>Not the biggest problem, but still.</p><p></p><p>I don't like having an XP budget to fill from various monsters, who are each also listed with a level.</p><p>It's mostly because I can't easily do the math in my head -- there's no quick "5 players of level 7 means 350 points worth of monster" equivalence I can do, or at least if there is, I haven't seen it yet and the numbers are nonobvious.</p><p></p><p>To a degree, I suppose this is inevitable: power levels don't necessarily scale linearly, so it takes more than 10 times as much monster to challenge a 10th level party than a 1st level party.</p><p></p><p>And if the required experience points are nonlinear (make sure everyone levels after their first session, and again after not-too-long has passed! But thereafter, make it heavily quadratic), there's that, too.</p><p></p><p>But still.</p><p></p><p>So here's my idea.</p><p></p><p>Keep monster level. Monster level is good; it's how we can tell the difference between a kobold and a lizardman. Monsters that are a 1:1 challenge for characters of level X are probably around level X in difficulty. This is a measure of the monster's per-character damage dealing abilities and a rough measure of its damage taking abilities.</p><p>It also describes what kinds of powers this monster taps into; invisibility before level 3 (<em>see invisibility</em>) is a bit cruel, for instance.</p><p></p><p>Then, bring back a measure like 4e's solo/elite/normal/minion -- figure out how many heads-worth of characters this monster is worth, and list them with that number, too. So a hydra might be something we see our middle-to-high tier characters fighting (level... 7?) and just one of them for the whole party (party of... 5?).</p><p>Things like extra-hit-points-to-make-the-fight-longer, applies-to-everything defenses or stunning abilities, or breath-weapons-that-spread-the-hurt-out encourage larger numbers here.</p><p>A good name for this metric: party size? band? ratio? Heads (confusing with a hydra, but the size-of-party-this-is-a-challenge-for)?</p><p></p><p>Then come up with a way to trade one for the other (half the level = twice the band? something like that).</p><p>Give advice about how far you can exceed these things -- don't use levels more than 8 above or below the average party level! Don't use fewer than one-half the head values or more than three times it! Here's where things get appreciably easier/harder!</p><p>Anyway, it depends on the math exactly, but these together let us be done with this part.</p><p></p><p>This lets DMs like me design/tweak encounters on the fly with some insight into what we're doing. Yay.</p><p></p><p>Now, on to turning these into XP numbers: Some tweaked mathematical function. It could be something like "look at the XP chart for a character of this level. Divide it by 13.333. Multiply it by the "heads" this monster was worth. Add this up for all the monsters".</p><p>I'm a little less concerned with this part, because I tend to use pacing-based and quest-based XP rewards; for DMs that use this heavily, would this work for you?</p><p>Heck, we could even include this number as well (since it's all just derived information) -- I just want better encounter-building advice!</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Lackhand, post: 6084244, member: 36160"] Not the biggest problem, but still. I don't like having an XP budget to fill from various monsters, who are each also listed with a level. It's mostly because I can't easily do the math in my head -- there's no quick "5 players of level 7 means 350 points worth of monster" equivalence I can do, or at least if there is, I haven't seen it yet and the numbers are nonobvious. To a degree, I suppose this is inevitable: power levels don't necessarily scale linearly, so it takes more than 10 times as much monster to challenge a 10th level party than a 1st level party. And if the required experience points are nonlinear (make sure everyone levels after their first session, and again after not-too-long has passed! But thereafter, make it heavily quadratic), there's that, too. But still. So here's my idea. Keep monster level. Monster level is good; it's how we can tell the difference between a kobold and a lizardman. Monsters that are a 1:1 challenge for characters of level X are probably around level X in difficulty. This is a measure of the monster's per-character damage dealing abilities and a rough measure of its damage taking abilities. It also describes what kinds of powers this monster taps into; invisibility before level 3 ([i]see invisibility[/i]) is a bit cruel, for instance. Then, bring back a measure like 4e's solo/elite/normal/minion -- figure out how many heads-worth of characters this monster is worth, and list them with that number, too. So a hydra might be something we see our middle-to-high tier characters fighting (level... 7?) and just one of them for the whole party (party of... 5?). Things like extra-hit-points-to-make-the-fight-longer, applies-to-everything defenses or stunning abilities, or breath-weapons-that-spread-the-hurt-out encourage larger numbers here. A good name for this metric: party size? band? ratio? Heads (confusing with a hydra, but the size-of-party-this-is-a-challenge-for)? Then come up with a way to trade one for the other (half the level = twice the band? something like that). Give advice about how far you can exceed these things -- don't use levels more than 8 above or below the average party level! Don't use fewer than one-half the head values or more than three times it! Here's where things get appreciably easier/harder! Anyway, it depends on the math exactly, but these together let us be done with this part. This lets DMs like me design/tweak encounters on the fly with some insight into what we're doing. Yay. Now, on to turning these into XP numbers: Some tweaked mathematical function. It could be something like "look at the XP chart for a character of this level. Divide it by 13.333. Multiply it by the "heads" this monster was worth. Add this up for all the monsters". I'm a little less concerned with this part, because I tend to use pacing-based and quest-based XP rewards; for DMs that use this heavily, would this work for you? Heck, we could even include this number as well (since it's all just derived information) -- I just want better encounter-building advice! Thoughts? [/QUOTE]
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Experience points are too fiddly for me.
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