Any idea when the error was corrected on Kobold Fight Club?
Interesting stuff Hemlock.
Would be cool if we could put together a new chart that covers the proper rule and XP.
So here is the number crunching. I simply divided encounter XP at each level and risk threshold into adventuring day XP. At the bottom are means, modes and medians. And the correlation of medium to hard encounters, which is significant and tight meaning that they are good predictors of each other (from a game design point of view, it suggests that the table is coherent).
Level Easy Medium Hard Deadly
1 12.0 6.0 4.0 3.0
2 12.0 6.0 4.0 3.0
3 16.0 8.0 5.3 3.0
4 13.6 6.8 4.5 3.4
5 14.0 7.0 4.7 3.2
6 13.3 6.7 4.4 2.9
7 14.3 6.7 4.5 2.9
8 13.3 6.7 4.3 2.9
9 13.6 6.8 4.7 3.1
10 15.0 7.5 4.7 3.2
11 13.1 6.6 4.4 2.9
12 11.5 5.8 3.8 2.6
13 12.3 6.1 4.0 2.6
14 12.0 6.0 3.9 2.6
15 12.9 6.4 4.2 2.8
16 12.5 6.3 4.2 2.8
17 12.5 6.4 4.2 2.8
18 12.9 6.4 4.3 2.8
19 12.5 6.1 4.1 2.8
20 14.3 7.0 4.7 3.1
mean 13.2 6.6 4.4 2.9
mode 12.0 6.0 4.0 3.0
median 13.0 6.5 4.3 2.9
correll 0.97091184
Here is the table you wanted, rounded to one digit for easier readingThe typical (median) Medium encounter will be worth (50 + 74)/2 = 62 XP. Since the adventuring day budget is 300 XP, that means you can fit 300/62 = 4.83 Medium encounters in the adventuring day budget. Or you can fit 300/((75 + 99)/2) = 3.49 Hard encounters in the budget. The easiest possible Medium encounter is however 50 XP, and you could fit in 6 of those before running out of budget--and 6 encounters is what your table reports. In this case your table is clearly measuring from the thresholds, not the medians, and is therefore highballing the actual number of typical encounters that you can fit.
That's the thing, we abstract the values to see the underlying patterns... but the impact of those patterns is thoroughly practical. This is the maths that the game is balanced by and that CR values and encounter compositions are built upon. Practically, any time a DM uses the book guidance and sets up a level appropriate encounter for their party, they implicitly use this math.Interesting.
From a highly abstract ivory tower type of angle, but still.
Unfortunately it can't be done by simply upping the Adventuring Day XP, because that will also accelerate levelling. The simplest approach I can think of is to increase the encounter by +50% while awarding the same XP. So if we have 4 Orcs at 200XP, we increase that to 6 Orcs while still awarding 200XP. And we only take 200XP out of our budget for the "day".Interesting stuff Hemlock.
Would be cool if we could put together a new chart that covers the proper rule and XP.
Unfortunately it can't be done by simply upping the Adventuring Day XP, because that will also accelerate levelling.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.