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Not fully grasping the pattern of the XP per CR table
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<blockquote data-quote="Argyle King" data-source="post: 7147363" data-attributes="member: 58416"><p>It does. I noticed that while doing my initial work before making the post. However, I'm not certain if the pattern of the change is fully intentional or not.</p><p></p><p>Looking at my notes, I came up with the following:</p><p></p><p><u>Amount of CR that each point of XP is worth</u></p><p>1 xp = .005 CR for CR 1 and below</p><p>.004 for CR 2 </p><p>.004 CR 3</p><p>.0036 CR 4</p><p>------- note: some of these I rounded off</p><p>.0027 CR 5</p><p>.0026 CR 6</p><p>.0024 CR 7</p><p>.0021 CR 8</p><p>-------</p><p>.0018 CR 9</p><p>.0016 CR 10</p><p>.0015 CR 11</p><p>.0014 CR 12</p><p>.0013 CR 13</p><p>.0012 CR 14</p><p>.0011 CR 15</p><p>.0010 CR 16 (this one is actually something like .00106, so closer to .0011)</p><p>.0009ish CR 17</p><p>.0009 CR 18</p><p>.0008ish CR 19</p><p>.0008ish CR 20</p><p></p><p>I didn't keep going after that. There does appear to be a consistent patter of CR being worth a little less at each level after CR 5. To some extent, that does make sense to me, but I am unclear on what the reasoning for the change is. Is it a way to adjust leveling speed (as others have commented)? If so, I'm inclined to believe that changing the amount of XP required for each level would be better than altering the challenge rating formula and creating inconsistency. Is the reason for the change because changes in CR do not equate to as much of a change in difficulty at higher levels? That would make sense to me because higher level characters do have more options for dealing with problems. However, with some of the complaints I've seen about certain monsters be too hard or too easy for their suggested level, is it possible that the reason for that is because they actually are (to hard or to easy) due to the math not working properly at certain levels?</p><p></p><p>On a side note, I've also been doing a lot of work designing my own traps, and it strikes me as odd that the DMG doesn't really assign a level range to traps at all. The later Unearthed Arcana article did, but I think it still missed the mark on a few things. While a separate issue from monster CRs, it's an area of the game which I feel has a lot of room for growth. It has inspired me to create a lot of my own guidelines for traps (as well as creating a lot of my own which work in significantly different ways than the DMG examples).</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7147363, member: 58416"] It does. I noticed that while doing my initial work before making the post. However, I'm not certain if the pattern of the change is fully intentional or not. Looking at my notes, I came up with the following: [U]Amount of CR that each point of XP is worth[/U] 1 xp = .005 CR for CR 1 and below .004 for CR 2 .004 CR 3 .0036 CR 4 ------- note: some of these I rounded off .0027 CR 5 .0026 CR 6 .0024 CR 7 .0021 CR 8 ------- .0018 CR 9 .0016 CR 10 .0015 CR 11 .0014 CR 12 .0013 CR 13 .0012 CR 14 .0011 CR 15 .0010 CR 16 (this one is actually something like .00106, so closer to .0011) .0009ish CR 17 .0009 CR 18 .0008ish CR 19 .0008ish CR 20 I didn't keep going after that. There does appear to be a consistent patter of CR being worth a little less at each level after CR 5. To some extent, that does make sense to me, but I am unclear on what the reasoning for the change is. Is it a way to adjust leveling speed (as others have commented)? If so, I'm inclined to believe that changing the amount of XP required for each level would be better than altering the challenge rating formula and creating inconsistency. Is the reason for the change because changes in CR do not equate to as much of a change in difficulty at higher levels? That would make sense to me because higher level characters do have more options for dealing with problems. However, with some of the complaints I've seen about certain monsters be too hard or too easy for their suggested level, is it possible that the reason for that is because they actually are (to hard or to easy) due to the math not working properly at certain levels? On a side note, I've also been doing a lot of work designing my own traps, and it strikes me as odd that the DMG doesn't really assign a level range to traps at all. The later Unearthed Arcana article did, but I think it still missed the mark on a few things. While a separate issue from monster CRs, it's an area of the game which I feel has a lot of room for growth. It has inspired me to create a lot of my own guidelines for traps (as well as creating a lot of my own which work in significantly different ways than the DMG examples). [/QUOTE]
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