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General Tabletop Discussion
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Experience rewards for greatly mixed party levels
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<blockquote data-quote="Kalendraf" data-source="post: 299355" data-attributes="member: 3433"><p>It looks like the FRCS system is making a bigger mess than the DMG system does. Higher level characters will likely be doing a lion's share of the work here, so they should be either the same or more than those lower in level.</p><p></p><p>One method that we used to use back in 1E/2E was adding up the total levels and dividing up the exp by that number, and then weighting the awards by level. So if you had levels 4,5,6,7 in the party, you divided the total exp by 22 and then gave the 4th level character 4 shares, the 5th level character 5 shares and so forth. Unfortunately, this system only works in the situation where the encounter experience is a fixed amount. Here in 3E, that number is a variable based on the character's level.</p><p></p><p>Here's a possible solution to it:</p><p>1) Find experience on table based on highest character's level</p><p>2) Tally levels and divide encounter experience by this total.</p><p>3) Award shares of experience weighted per level.</p><p></p><p>The highest level character should represent the most experienced, and therefore the one providing the most knowledge and help in defeating this foe. Thus, that character would have the greatest impact on the experience to be gained from this fight.</p><p></p><p>Using this method, for my groups encounter with the Roc, this would have still indexed the table at 3600 exp. The total levels would be 66, so each share would be 54.54. 8th level characters would gain 436 exp, while the 1st level guards only gain 55 each. This is very comparable to what I came up with using a much more abstract method.</p><p></p><p>In the example of the 1st and 11th level characters in a party. The 2200 exp would be divided by 12, making each share be worth 183.33 exp. The 1st level character would get 183 exp, while the 11th level character would get 2017. Again, since the high level character is likely doing a bulk of the work here, this makes sense. Eventually, the 1st level character will make 2nd level, and then 3rd level and so forth, eventually catching up, but the 11th level character won't be unfairly rewarded or penalized for dragging him along. I'd have to work out the details, but I think they would tend to level up to 2nd and 12th about the same time, and from there on, the lower level character should start catching up even faster. He'd be getting 2/14's of the exp with a 2nd + 12th level character, and even if they continue to levelup at nearly the same time X / (X + (X + 10)) will still approach 1/2 for higher values of X. </p><p></p><p>I think I've convinced myself to use this method...</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 299355, member: 3433"] It looks like the FRCS system is making a bigger mess than the DMG system does. Higher level characters will likely be doing a lion's share of the work here, so they should be either the same or more than those lower in level. One method that we used to use back in 1E/2E was adding up the total levels and dividing up the exp by that number, and then weighting the awards by level. So if you had levels 4,5,6,7 in the party, you divided the total exp by 22 and then gave the 4th level character 4 shares, the 5th level character 5 shares and so forth. Unfortunately, this system only works in the situation where the encounter experience is a fixed amount. Here in 3E, that number is a variable based on the character's level. Here's a possible solution to it: 1) Find experience on table based on highest character's level 2) Tally levels and divide encounter experience by this total. 3) Award shares of experience weighted per level. The highest level character should represent the most experienced, and therefore the one providing the most knowledge and help in defeating this foe. Thus, that character would have the greatest impact on the experience to be gained from this fight. Using this method, for my groups encounter with the Roc, this would have still indexed the table at 3600 exp. The total levels would be 66, so each share would be 54.54. 8th level characters would gain 436 exp, while the 1st level guards only gain 55 each. This is very comparable to what I came up with using a much more abstract method. In the example of the 1st and 11th level characters in a party. The 2200 exp would be divided by 12, making each share be worth 183.33 exp. The 1st level character would get 183 exp, while the 11th level character would get 2017. Again, since the high level character is likely doing a bulk of the work here, this makes sense. Eventually, the 1st level character will make 2nd level, and then 3rd level and so forth, eventually catching up, but the 11th level character won't be unfairly rewarded or penalized for dragging him along. I'd have to work out the details, but I think they would tend to level up to 2nd and 12th about the same time, and from there on, the lower level character should start catching up even faster. He'd be getting 2/14's of the exp with a 2nd + 12th level character, and even if they continue to levelup at nearly the same time X / (X + (X + 10)) will still approach 1/2 for higher values of X. I think I've convinced myself to use this method... [/QUOTE]
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