Cheiromancer said:Anubis,
I missed your last response and forgot all about this issue. I was just looking at it this morning. And I realize that I didn't really understand your suggestion in your post from May 05.
I think the power factor idea is a good one. If I understand it correctly, each creature would be worth a certain amount of Raw XP, according to the formula Raw XP = (CR^2)*300, and this raw XP would be divided evenly between players. Each player then divides by their ECL (level plus racial hit dice plus LA) to calculate the XP they get from the encounter. This lets lower level characters "catch up" to higher level creatures.
With regard to your second point (from May 08), I don't think I've ever seen a creature listed with a negative CR- usually they are fractional. I think the idea is that eight 1/8 CR creatures is a CR 1 encounter. That would have a raw XP value of 300, so divide by the number of critters to get the raw XP value of each one; in this case, 37 xp.
Now I want to see if the power level thingie works. I'll use the example from page 185 of Grim Tales, which uses UK's system:
Suppose a party of three characters, one 20th level Smart hero,one 20th level Fast hero, one 18th level Strong hero, and one 15th level (with a +3 LA) Dedicated hero (a werewolf) confront a Vrock demon (CR 13).
In UK's system (and in Grim Tales) you take the total CR of the party (76), determine (table 14-1) that this is EL 25, subtract 4 for their being 4 members (table 14-2), so EL 21. A CR 13 encounter is EL 15 (table 14-1), so the difference is -6. Table 14-4 gives such an encounter as being worth 37.5 xp per level. So 750 xp for the 20th characters, 675 for the 18th level, and 562 xp for the 15th level werewolf (xp is per hit dice, not ECL). Total xp is 2737.
In the system I propose here (raw xp= (CR^2)*300, divide evenly, then divide by character level) the Vrock is worth 50,700 raw XP. That's 12,675 raw XP per character. The 20th level characters get 1/20 the raw XP, or 633 XP each. The 18th level characters get 1/18 this raw amount, or 704 XP each. Total XP awarded is 2674.
The two systems give a similar amount of XP, but UK/GT doesn't allow low level characters to catch up with high level characters. In this system lower level characters get more XP. In fact, they can get ridiculous amounts of xp. A 20th level character accompanied by 3 first level characters would still get 633 xp, but his companions would get 12,675 xp each; they convert raw xp to xp on a 1-1 ratio. They automatically go up at least one level.
Now is this a bug, or a feature? Can you really advance low level characters merely by slaying a vrock in their presence? If not, how could you fix it?
BTW, I misstated the rule about xp for characters with a LA- Grim Tales says that xp is awarded per character level (I think this is unchanged from UK's v5) But what if you had a monstrous character who had racial hit dice and a LA, but no character levels? No xp? I bet the author of Grim Tales (Wulf Ratbane) meant hit dice, not character levels.
[edit] The original method would award (50,700/76)=667 xp per person, or 2668 total. You take the raw xp total of (13^2)*300 and divide by the total party level of 20+20+18+18=76. That's what each person gets. See the following post for more examples.[/edit]
Actually, you're not using my system correctly. Sorry for the slow response, but I haven't been around the boards as much lately. Anyway, on to the explanations.
First off, yes, characters with lower levels SHOULD get more XP for the same encounter. This is for balance and realism both. First, it allows characters who create items to eventually start catching up, albeit never all the way. Second, less experienced people, logically, would learn more from a given challenge than more experienced people because they have more to learn.
That said, here is how the system works:
First, each monster has a set amount of Raw XP. This is " (CR^2)*300 ". This makes finding Raw XP numbers easy by just having a chart for each CR. Anyway, yes, there ARE negative CR values. I'm using the Imortal's Handbook method for determining CR/EL, remember. Although it DOES translate into a fraction and then into an EL, the first number is a set value based on the factors; this doesn't really matter, though, because you only use the base CR value if it's 1 or more, while for values below 1, you want to go with the fractions. Basically, ignore the thing about negative CRs. Just simply go with the base number if it's greater than 1 or the fraction if the base CR is less than 1.
Moving on, the next value needed is the Power Factor. Each member of the party has his or her own Power Factor. Simply put, this is " LV*#Members ". These two numbers came from the condensing of the formula from earlier. Note that I DO NOT use ECL per the standard rules, but as per the Immortal's Handbook, meaning ECL and CR ARE EQUAL. You do use the ECL for this formula, though. Basically, ECL is the overall modified CR.
The final step is finding the actual XP. This is found by simply diving the Raw XP by the Power Factor PER PERSON.
I'll give an example. Say you have a party of four. The party members are ECL 15, 15, 14, 14. Their Power Factors are thus 60, 60 (both 15*4), 56, and 56 (both 14*4). This is best done before the session and just noted, as it only changes if someone gains a level or someone joins or leaves the party. Anyway, let's say they face two CR 13 creatures. CR 13 creatures are worth 50,700 XP each, meaning the encounter is worth 101,400 XP total. To get the XP, simply take the Raw XP and divide by each Power Factor individually. That means the gains are 1690, 1690 (both 101,400/60), 1810, and 1810 (both 101,400/56). As you can see, the gains aren't grossly outrageous.
If you put low levels with high levels, though (which shouldn't happen in the first place, but still . . .), well, I have a house rule that takes care of that. You see, I give XP per encounter and allow level gaining in the middle of the adventure. This is to simulate "learning on the job" to give a bit more realism. Still, this house rule works either way. At no time can any character EVER gain more than his or her level times 1000 XP. So if you're Level 1, you can only gain 1000 XP max; that's 2000 max at Level 2, 3000 max at Level 3, etc. Bascially, if the EL (which is pretty much never used except by the DM to pace encounters in my system) is +8 or more, your XP is gonna be pretty much capped out.
After EXTENSIVE use in my campaign, I can certify that this system works flawlessly and has absolutely no bugs in it. Everything works precisely how it's supposed to, and it finally gets rid of the problem in using EL that I mentioned before. I only hope UK puts it in the Immortal's Handbook. I can assure everyone this is the most balanced and realistic method. Sorry if I sound egotistical, I'm just really proud of coming up with the originating formula. By the way, Cheiromancer, thanks a TON for condensing it to the more managable formula.