Sonofapreacherman said:
Funny. You didn't actually say anything here, except to regurgitate how the system currently works ... without seemingly understanding why (hence your inability to objectively question it). No matter. Let's see if I can clear it up.
Actually I answered your questions, you simply didn't comprehend the answers. The fact is that it ALREADY works as it stands. There is no problem. It's in your head, or rather your lack of understanding the implications of the EL/PEL relationship. A party of Level 1 PCs is NOT EL 1 but rather *PEL* 1, but are still EL 5.
To elaborate, *EL* is the estimation of power. *PEL* is the number representing the EL that would be a 20% encounter. If two encounters of the same EL match up, that's a 50/50 encounter. Therefore a new number is needed to determine the party's XP, which is based off challenges that are 20% encounters and not 50/50 encounters. Since EL +4 is a 50/50, that means *PEL* should be actual EL -4, as stated in the system rules.
This goes for multiple opponents as well all the way. PEL is always EL -4. That is so the DM can judge the 20% encounter and give proper XP. UK also explains this a bit further down.
Upper_Krust said:
Hiya mate! 
You...blunt...never.
It could just be the way I am reading it but I think your idea is a bit too complicated to be at all practical.
...maybe thats just me though!? 
What does anyone else think?
Perhaps my explanation was too complex. Simply put, it's simpler than any other solution so far given. Lemme say it again in simpler terms.
Step 1: Find the difference between the WotC SR and the WotC CR. (e.g. Lemure, SR 5, CR 1, Difference +4)
Step 2: Calculate UK CR and EL. (e.g. Lemure, UK CR 2.75; CR 2, EL 5)
Step 3: Add difference between WotC SR and WotC CR to UK EL to determine new UK SR. (e.g. Lemure, Difference +4, EL 5; NEW SR 9)
*Optional* Step 4: Determine value of new SR and repeat Steps 1-3 until final whole CR does not increase. (e.g. Lemure, UK CR +0.4, CR 3.15; CR 3, EL 7; EL +2, SR 11; UK CR +0.2, CR 3.35, Final Result)
I repeat, this is optional and probably unnecessary. For simplicity's sake, only follow Steps 1-3. Step 4 is for experimental purposes only.
Then simply use EL as caster level when rolling for spell penetration. A Level 20 PC Wizard is EL 18, so spell penetration is 1d20+18.
Sonofapreacherman said:
Here you miss the point originally by also embracing the current system.
When you take four 1st-level player characters and four 1st level non-player characters, the player characters already have an advantage. This is reflected in their Challenge Ratings.
The party of four 1st-level player characters is CR 1.
The party of four 1st-level non-player characters is CR 0.
Now advance two levels.
The party of four 2nd-level player characters is CR 2.
The party of four 2nd-level non-player characters is CR 1.
The party of four 3rd-level player characters is CR 3
The party of four 3rd-level non-player characters is CR 2.
In every one of these examples, there should be a mathematical certainty that the player characters earn less (base) XP each time (before being multiplied by average level).
But that's not how it works.
Instead (using the current system) the XP breaks down like this...
Level 1 (225 XP) --> Level 2 (150 XP) --> Level 3 (450 XP.)
The base XP in each case (before being multiplied by average character level and divided by 4) is 900 XP --> 300 XP --> 600 XP.
This breaks what should be a mathematical constant of steadily decreasing XP rewards.
Um, no. You see, the ONLY certainty is that the value of the SAME CR/EL will go down as *PEL* goes up. You're increasing BOTH. Since the increases are not the same, of course you will get results that appear to be "off".
The reason this happens is is because the PCs get the "bigger" power increase from Levels 1-2, and the monsters get the "bigger" power increase from Levels 2-3.
Upper_Krust said:
Hiya mate! 
I think I see a flaw in your reasoning...
Actually EL 5 (PEL 1)
Actually EL 4.
I would have said they represent a difficult challenge since they practically match the PCs, its almost a 50/50 encounter.
They don't. You don't substitute PEL for EL when creating an encounter.
Thanks for clearing that up, UK. That's what I was trying to say. You just said it better, heh.
Upper_Krust said:
To sonofapreacherman (mainly).
Okay I have a bit of a headache at the moment but I think the EXP solution has just clicked.
Instead of using the EL difference of the encounter to determine EXP, instead use the EL difference for each individual creature.
I'm guessing someone has likely mentioned this before, I must have missed the 'gist' of it initially. 
*Raises Hand*
That would be me. Remember on MSN when I said that you went from giving XP per monster to XP per group and I said I didn't like the results? This is what I meant. I dropped it because in the end, I understood your reasoning and felt that you were right to judge by group.
As much as I would enjoy you reversing, I'm going to now defend your original position. Hehehe.
You see, giving XP per monster ignores the challenge posed by multiple creatures. Consider the following two examples. In example 1, the party faces a goblin in combat, then later faces another single goblin in combat, and then later faces a third lone goblin in combat. In example 2, the party faces 3 goblins at the same time. Think about it. If you give XP per creature, both situations will give the PCs (assuming a party of four) 150 XP each. If you give XP per encounter, however, the battle against the three goblins at once will instead give the PCs 225 XP each.
Now to say that XP should be given per creature invalidates the FACT that the single battle against three goblins at once IS IN FACT more difficult than three different encounters against lone goblins. See what I'm saying? This is why I reversed my position on the EL issue and also why you should not reverse yours, UK. I think you know this and are just letting some misinformation get to you at this point.
seasong said:
Situational modifiers: There is an incredibly beautiful ("My God, it's full of stars!") way to handle situational modifiers. It won't work for absolutely every situation, and it takes some work, but... here are the generic situational modifiers:
If the monster can not retaliate in any way: No XP. No exceptions. Doesn't matter how tough the monster is, if there is no chance of retaliation, there is no risk, and hence, no XP.
Note: a situation where the PCs can not retaliate in any form or fashion at all should not give XP (they couldn't do anything), but also should be used only sparingly, if at all, in a D&D campaign.
If the situation nullifies one of the monster's abilities: Drop that ability from the monster's CR. This is the lightning strike I just had. If the situation nullifies the party's abilities, same thing in reverse.
If the situation enhances on of the monster's abilities: Use the enhanced ability as the CR. Ditto the party.
These can be combined. If the monster can retaliate, but only in some piddly way, rebuild the monster as if it was a piddly attacker with its full defenses. That is, Upper Krust's system lets you figure out the CR of a 50 HD creature that only has a 1d4 ranged fire damage attack, so work it out!
PCs get a surprise round: CR minus 1/4th the party's level. This is designed to scale with how much damage the party can dish out by the round, and assumes that in an ideal situation, the party can kill another party in an average of 4 rounds.
Monsters get a surprise round: CR plus 1/4th the monster's CR. See above.
Most situational modifiers can be put in as fractions of the 1/4th level factor. For example, if a ranged party is attacking a foe who is far away and has no ranged attacks (no ability to fight back), subtract 1/4th the party's level per round it will take him to reach the party.
Note: Most of these can be handled somewhat on the fly. If the dragon is in a narrow space, look up his flight in Upper Krust's system, and subtract that from his CR. Simple, see?
Anyway, I'm sure there are holes. This is the lightning strike, not the refined product
. But I think it might be a good start to some well defined situational modifiers.
This requires A LOT of math, but I like it anyway! I think this could be the best solution. In this case, though, UK should release the official numbers for all creatures (the actual CR numbers and not the final whole CR numbers).