Manzanita said:
Actually, as I think about it more, I like that system less.
As Paitlin mentions, it might be appropriate in a cohesive group, where one (or more) characters are lower level, to try to catch them up. But LEW is different. There will always be higher and lower PCs. Teams will constantly be changing. It is in the best interest of the compaign (I would think), to have PCs of all levels. That would make it more interesting and would mean that DMs could run modules for all levels. Thus I don't see that catching lower level PCs up w/higher level ones should be a goal.
I tend to think I will be using DM fiat on this one. In some cases, such as when a lower level PC actually does contribute as much or more to overcoming adversity as the higher level ones, the system is good as written. But when the higher level PCs contribute more, and require more XPs to advance, the only fair way to divvy up the XPs would be to give them more, or at least the same amount. The 'time spend adventuring' XP reward makes up for this to some extent. I guess I'd have to see how it all came out.
Let me give you a good example of why the new XP system is good:
Let's say Bobbo the Paladin is on a LEW quest with his friends, and they are all level 9.
When, they are almost to level 10, in one particularly tough encounter, Bobbo sacrifices his life to save everyone else, and his cleric uses Raise Dead--now he's level 8.
They continue fighting, and eventually, since we're not using the 3.5 XP system, the others quickly level to 10, since they were close to level 10, while Bobbo is midway above 8, with a bit more.
In the next climactic battle, Bobbo dies because he was tanking (he's the party tank after all as a Paladin) and he was two levels lower. Poor Bobbo--he had almost levelled back up to 9, but now he's level 7. The adventure is drawing towards a close, and his allies manage to level up to 11, while he still can't even get to 8. Bobbo dies in the final battle, and the Cleric raises him again, so now the adventure is over and he is level 6.
Using the 3.5 system, Bobbo levels up to 9 again and might survive as the tank for the second death. Even if he does manage to die again, he's still level 8, and he'll get up to level 10 again by the time his allies get up to level 11. Instead of dying helplessly in the final battle, he can contribute, and get on his way to level 11.