To explain my position further, each of these changes moves us further and further away from the core system, something I am entirely against. I've been thinking of a way to make the new CR numbers work with the current system. On that note, I think I finally found the proper way!
Okay, I thought about it long and hard and hurt myself doing so, but the numbers finally came to me. The biggest problem I encountered was that if you were a higher level within the same EL, you gained more XP for the same encounter than someone lower level than you. To show what I mean:
(All my examples will be done using a four-person party.) Level 8 (EL 13) v. EL 13 was an even encounter and gave 300*8/4 XP or 600. Level 9 (EL 13) v. EL 13 was the same encounter with the party a little stronger, yet it now gave 300*9/4 XP, or 675. This is obviously wrong, as XP for any given encounter should always go down as you gain levels, not up.
This means that the EL part of the system doesn't work for XP. Unfortunately, this makes determining challenges tricky as CR is the only thing that can be used. Somehow, this formula is to blame:
CR*2 = EL+4
So I broke that down. The EL part had to go, but the XP gains at each increment had to stay. Here is how I went:
CR*2 = EL+4 = XP*4
I then exanded it out and got the following:
CR*4 = EL+8 = XP*16
The additions to EL didn't correspond directly to the XP increases, but the CR multiplier did! I got the following from the previous two formulas:
IF CR*2 = XP*4
AND CR*4 = XP*16
THEN CR*X = XP*(X^2)
The answer was right in there. If everything was based on a relative CR multiplier, then that would mean the proper way to deduce different XP within the same EL properly while keep all the rest working well would have to be based on that calculation. That brought me, finally, to this:
XP = [(CR/LV)^2]*LV*300/#Members
The reasoning is that 300, of course, is the base XP for a standard encounter as it takes exactly 13-1/3 encounters of the same CR to gain a level for a party of four, meaning:
13-1/3 * 300 = 4000 = 1000 * 4
So with 300 as the base and level being the multiplier, all as per the core rules, that means the difference between CR and LV (LV, of course, being character level)is what determined the relative XP. To determine the amount of XP for the various CRs inside a particular EL, you simply used the fractional multiplier from the formula. This works at all levels, as I will demonstrate. Again, although this works with any size party, I will use a party of four to demonstrate:
Level 1 v. CR 1 = XP = [(1/1)^2]*1*300/4 = 75 ... 13-1/3 * 75 = 1000
Level 9 v. CR 9 = XP = [(9/9)^2]*9*300/4 = 675 ... 13-1/3 * 675 = 9000
Level 8 v. CR 9 = XP = [(9/8)^2]*9*300/4 = 854 ... 13-1/3 * 675 = 9000
Level 18 v. CR 9 = XP = [(9/18)^2]*18*300/4 = 337 ... 26-2/3 * 337 = 9000
In other words, this exactly follows the original formula AND actually puts a difference based on level and CR as it should be!
Okay, I thought about it long and hard and hurt myself doing so, but the numbers finally came to me. The biggest problem I encountered was that if you were a higher level within the same EL, you gained more XP for the same encounter than someone lower level than you. To show what I mean:
(All my examples will be done using a four-person party.) Level 8 (EL 13) v. EL 13 was an even encounter and gave 300*8/4 XP or 600. Level 9 (EL 13) v. EL 13 was the same encounter with the party a little stronger, yet it now gave 300*9/4 XP, or 675. This is obviously wrong, as XP for any given encounter should always go down as you gain levels, not up.
This means that the EL part of the system doesn't work for XP. Unfortunately, this makes determining challenges tricky as CR is the only thing that can be used. Somehow, this formula is to blame:
CR*2 = EL+4
So I broke that down. The EL part had to go, but the XP gains at each increment had to stay. Here is how I went:
CR*2 = EL+4 = XP*4
I then exanded it out and got the following:
CR*4 = EL+8 = XP*16
The additions to EL didn't correspond directly to the XP increases, but the CR multiplier did! I got the following from the previous two formulas:
IF CR*2 = XP*4
AND CR*4 = XP*16
THEN CR*X = XP*(X^2)
The answer was right in there. If everything was based on a relative CR multiplier, then that would mean the proper way to deduce different XP within the same EL properly while keep all the rest working well would have to be based on that calculation. That brought me, finally, to this:
XP = [(CR/LV)^2]*LV*300/#Members
The reasoning is that 300, of course, is the base XP for a standard encounter as it takes exactly 13-1/3 encounters of the same CR to gain a level for a party of four, meaning:
13-1/3 * 300 = 4000 = 1000 * 4
So with 300 as the base and level being the multiplier, all as per the core rules, that means the difference between CR and LV (LV, of course, being character level)is what determined the relative XP. To determine the amount of XP for the various CRs inside a particular EL, you simply used the fractional multiplier from the formula. This works at all levels, as I will demonstrate. Again, although this works with any size party, I will use a party of four to demonstrate:
Level 1 v. CR 1 = XP = [(1/1)^2]*1*300/4 = 75 ... 13-1/3 * 75 = 1000
Level 9 v. CR 9 = XP = [(9/9)^2]*9*300/4 = 675 ... 13-1/3 * 675 = 9000
Level 8 v. CR 9 = XP = [(9/8)^2]*9*300/4 = 854 ... 13-1/3 * 675 = 9000
Level 18 v. CR 9 = XP = [(9/18)^2]*18*300/4 = 337 ... 26-2/3 * 337 = 9000
In other words, this exactly follows the original formula AND actually puts a difference based on level and CR as it should be!