Upper_Krust said:
Hiya mate!

1. Your new method for determining multiple opponent EL.
What happens if you have a Great Wyrm Red Dragon (CR 59) and 15 Skeletons (CR +10)
CR 69 = EL 25
16 characters = EL -8. So that would be EL 17.
So a great red wyrm with multiple weaker opponents actually rates weaker than such a dragon on its own!?
Or did I miss something?
Easily fixed using your own guidelines.
Upper Krust said:
Individual EL -9 or worse opponents have a notably weakened impact on proceedings. Whereas EL -17 or worse opponents have virtually no impact on proceedings.
So, it seems you can discount creatures less than ECL -8 (or -16) off the lead creature.
It's a rather extreme example you've chosen, at any rate; even your own current rules couldn't account for that one, neh?
2. Your new method for determining experience points.
If you have party size along the top and EL difference along the side (on the table) there is no room for CR/Level. Doesn't that mean that DMs/PCs will have to multiply for every level other than 1st. Whereas at least my Table gives them 30 levels to simply 'look up' and apply a figure. I am not yet convinced if your updated table for EXP is actually better/simpler and therefore necessary.
It's not simpler; but in certain circumstances, it is definitely better. The table breaks down XP for each individual in a combatant group.
You could either multiply the figure in each column by the party's total CR, and divide by the number of characters; or you could multiply that same figure by each individual's CR. The difference is that in case 1, the low level characters get more than their fair share of XP: their contribution to the fight is not equal to their gain from the fight.
What individual XP awards would allow you to do, for example, is take a party that combines, say, the PCs, a couple of NPCs (for whom XP is irrelevant, they're just temporary additions through the story), and even stuff like a few animals (warhorses or war dogs) or even monsters that are along for the ride. You can then take this group's total CR-- all PCs, all NPCs, all animals, all combatants-- to find the relative EL of the encounter. However, when you go to figure XP, you can give each PC his correct share of the XP (his CR x the listed amount).
You don't have to calculate the XP for the NPCs and the added creatures, though it's a certainty that those allies had an effect on the EL.
In terms of actual play, rather than the DM looking up the total value and dividing it out per player, he simply looks up my value and says, "Guys, you each get XXX per level."
And finally, the strongest improvement for it is that it allows you to give players with "special abilities" or other "level adjustment" type stuff an increase in power without actually having to use the "level adjustment" mechanic. Take the example of the Troll character. His total CR is about 9, though his character level is 1. In this example, his total CR contributes to the EL of the encounter. However, when you go to award him XP, he receives XP based on his
character level, not his total CR. You can totally throw out the ECL/LA mechanic. All you need to know is a character's total CR (to track his contribution to relative EL) and his Level (for XP awards).
The XP award can, thus, be looked at as not "per CR" (though that is how I wrote it) but "per level." (XP is only relevant to creatures that track xp, and only creatures with levels must do that.)
Does that make any more sense?
Wulf