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<blockquote data-quote="BryonD" data-source="post: 1658485" data-attributes="member: 957"><p>I can't believe this slipped my mind before.</p><p>I wanted to re-visit this.</p><p></p><p>Again, everything comes down to 13.333 EL-4 encounters.</p><p></p><p>Say I run this PC vs PC fight in GT.</p><p>The fight is CR vs CR. So it is 50/50 and worth 300*CL for each.</p><p>CL 6 guy would get 1800.</p><p>CL5 Fast Heal guy would get 1500.</p><p></p><p>BUT</p><p></p><p>CL6 guy needs 6000</p><p>CL5 Fast Heal guy needs 5000</p><p></p><p>1800/6000 = 0.3 1500/5000 = 0.3</p><p>They both gain 30% of their needed XP for leveling.</p><p></p><p>Now, look at it in Core XP</p><p>CL5 Fast Heal guy is (assuming for simplicity) ECL7 and CR6 (We already agreed that D&D ECL will be higher for out of combat utility)</p><p></p><p>CL6 guy is obviously still CR6 (neglecting NPC/PC gear issues)</p><p></p><p>So in this fight CL6 guy would get the same 1800 (DMG page 38, Table 2-6, 1 CL6 vs 1 CR6)</p><p>He needs 6000, so he again gains 30% of his level requirement.</p><p></p><p>The ECL7 fast heal guy however only gains 1,400 (same table 1 CL7 vs 1 CR 6)</p><p>Because he is ECL7, he needs 7000 to level.</p><p>1400/7000 is only 0.2.</p><p></p><p>In GT either one of these guys will level after 3 1/3 of these encounters (assuming they live).</p><p></p><p>In core it is the same for the CL6 guy, but the fast heal guy will need to get through 5 encounters. That was the difference I was trying, and failing, to point out.</p><p></p><p>Another way to look at it.</p><p>Take table 14-4 GT page 184. Divide eveything in the third column by 75.</p><p>Now, forget class levels in XP calculations. Every time I get through an encounter I read the EL difference off this table and get exactly that number of experience point. I beat an EL-4 encounter (regardless of my level) then I get 1 XP. I beat an EL-2 encounter then I get 2 XP. EL-7, 0.333 XP. Etc...</p><p></p><p>Everytime my total XP is greater than 13.333 I gain a level and subtract 13.333 from my current total.</p><p></p><p>This works EXACTLY the same as the existing system.</p><p>It is just that the math is FAR more unweildy that the existing system, and it is COOL to have big numbers of XP.</p><p></p><p>So stay with the existing system, this one just does the same thing in a pointlessly complicated way.</p><p></p><p>So why go through it? To point out that the final absolute number of XP a character gains can be misleading. </p><p></p><p>While D&D and GT both give the Fast Heal guy a smaller number of XP, D&D gives the Fast Heal guy less progress toward his next level. GT gives the same total progress. Use the divide by 75 method and they will both get 4 XP. That won't work in core.</p></blockquote><p></p>
[QUOTE="BryonD, post: 1658485, member: 957"] I can't believe this slipped my mind before. I wanted to re-visit this. Again, everything comes down to 13.333 EL-4 encounters. Say I run this PC vs PC fight in GT. The fight is CR vs CR. So it is 50/50 and worth 300*CL for each. CL 6 guy would get 1800. CL5 Fast Heal guy would get 1500. BUT CL6 guy needs 6000 CL5 Fast Heal guy needs 5000 1800/6000 = 0.3 1500/5000 = 0.3 They both gain 30% of their needed XP for leveling. Now, look at it in Core XP CL5 Fast Heal guy is (assuming for simplicity) ECL7 and CR6 (We already agreed that D&D ECL will be higher for out of combat utility) CL6 guy is obviously still CR6 (neglecting NPC/PC gear issues) So in this fight CL6 guy would get the same 1800 (DMG page 38, Table 2-6, 1 CL6 vs 1 CR6) He needs 6000, so he again gains 30% of his level requirement. The ECL7 fast heal guy however only gains 1,400 (same table 1 CL7 vs 1 CR 6) Because he is ECL7, he needs 7000 to level. 1400/7000 is only 0.2. In GT either one of these guys will level after 3 1/3 of these encounters (assuming they live). In core it is the same for the CL6 guy, but the fast heal guy will need to get through 5 encounters. That was the difference I was trying, and failing, to point out. Another way to look at it. Take table 14-4 GT page 184. Divide eveything in the third column by 75. Now, forget class levels in XP calculations. Every time I get through an encounter I read the EL difference off this table and get exactly that number of experience point. I beat an EL-4 encounter (regardless of my level) then I get 1 XP. I beat an EL-2 encounter then I get 2 XP. EL-7, 0.333 XP. Etc... Everytime my total XP is greater than 13.333 I gain a level and subtract 13.333 from my current total. This works EXACTLY the same as the existing system. It is just that the math is FAR more unweildy that the existing system, and it is COOL to have big numbers of XP. So stay with the existing system, this one just does the same thing in a pointlessly complicated way. So why go through it? To point out that the final absolute number of XP a character gains can be misleading. While D&D and GT both give the Fast Heal guy a smaller number of XP, D&D gives the Fast Heal guy less progress toward his next level. GT gives the same total progress. Use the divide by 75 method and they will both get 4 XP. That won't work in core. [/QUOTE]
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