Upper_Krust
Legend
Hiya mate! 
I would agree with this. But with a partial success I don't see why a DM has to reverse engineer everything (seems a trifle pedantic). Wouldn't either a flat 'best guess' suffice.
I don't want to put words in Anubis mouth* but I think he meant standard EXP progression rather than refering to different measures of power.
*I could end up breaking my Caps Lock...only joking mate.
Absolutely, and theres nothing wrong with that.
However, the CR/EL system shows that encounters at low level are more dangerous because of fragility that is the reason for the inflation of EXP when facing challenges at that measure of power.
Thats something I will definately have to point out to people. Then explain how they can easily adjust the EXP figures to compensate ~ should they so wish to do so.
I still standby the system. Mechanically its correct. Philisophically it seems many of you want to prolong levelling up (which is fair enough) but thats hardly an indictment against my system, if anything its a subjective argument.

demiurgeastaroth said:In any case, many GMs will give awards for such partial successes, regardless.
I would agree with this. But with a partial success I don't see why a DM has to reverse engineer everything (seems a trifle pedantic). Wouldn't either a flat 'best guess' suffice.
demiurgeastaroth said:This is rubbish. The DMg tells us that games fall into several types - low, medium, high, and very high levels. It says nothing about which is standard. However...
The standard game starts with players at 1st level, therefore every standard game has to go through levels 1-4.
If you start your game above that, you are using optional rules, therefore you are playing a non-standard game.
I don't want to put words in Anubis mouth* but I think he meant standard EXP progression rather than refering to different measures of power.
*I could end up breaking my Caps Lock...only joking mate.

demiurgeastaroth said:I don't believe I am the exception. On this thread, two others have said they enjoy low-level play, and only you have argued the opposite view - based on that sampling, you are the exception.![]()
Absolutely, and theres nothing wrong with that.
However, the CR/EL system shows that encounters at low level are more dangerous because of fragility that is the reason for the inflation of EXP when facing challenges at that measure of power.
demiurgeastaroth said:Also note, I'm playing an epic level game: personally, I prefer to skip the lower levels because I think that characters are oo fragile. But I see that there are plenty of people who enjoy those levels, and my goal was to ensure that such people are alerted to the fact that those levels will zip by faster than they expect, if they do not modify XP at low values.
Thats something I will definately have to point out to people. Then explain how they can easily adjust the EXP figures to compensate ~ should they so wish to do so.
demiurgeastaroth said:That spans ALL levels... except the low ones![]()
I still standby the system. Mechanically its correct. Philisophically it seems many of you want to prolong levelling up (which is fair enough) but thats hardly an indictment against my system, if anything its a subjective argument.