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<blockquote data-quote="Raven Crowking" data-source="post: 2857428" data-attributes="member: 18280"><p>What am I trying to accomplish?</p><p></p><p>(1) No more having to worry about APL when calculating XP. If you don't keep your PCs all around the same level, this is a big pain in the current system.</p><p></p><p>(2) Slower rate of advancement, particularly at higher levels. Under a flat XP system, higher level characters still gain something for fighting weaker opponents, so the world doesn't have to suddenly become filled with Epic monsters just because the PCs level up.</p><p></p><p>(3) Once a basic XP for CR table is established, I can list XP in my stat blocks, making calculations quicker. (I used to do this for all previous versions of the game; XP division has vastly slowed down due to APL/looking up values.)</p><p></p><p>I think that the idea of flat XP calculation handles (1) and (3) pretty well, but I am not there yet with (2). I, too, don't care for the idea of characters reaching 20th level by their 20th birthday. Let's see then:</p><p></p><p>What if I use a variable for the multiplier? Let's say that I start with a multiplier of 300 up to CR 3, then reduce the multiplier by 50 for every 3 steps in CR to a minimum of 100. I.e., up to CR 3 is 300, CR 4-6 is 250, CR 7-9 is 200, CR 10-12 is 150, and CR 13+ is 100. How does that look?</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2857428, member: 18280"] What am I trying to accomplish? (1) No more having to worry about APL when calculating XP. If you don't keep your PCs all around the same level, this is a big pain in the current system. (2) Slower rate of advancement, particularly at higher levels. Under a flat XP system, higher level characters still gain something for fighting weaker opponents, so the world doesn't have to suddenly become filled with Epic monsters just because the PCs level up. (3) Once a basic XP for CR table is established, I can list XP in my stat blocks, making calculations quicker. (I used to do this for all previous versions of the game; XP division has vastly slowed down due to APL/looking up values.) I think that the idea of flat XP calculation handles (1) and (3) pretty well, but I am not there yet with (2). I, too, don't care for the idea of characters reaching 20th level by their 20th birthday. Let's see then: What if I use a variable for the multiplier? Let's say that I start with a multiplier of 300 up to CR 3, then reduce the multiplier by 50 for every 3 steps in CR to a minimum of 100. I.e., up to CR 3 is 300, CR 4-6 is 250, CR 7-9 is 200, CR 10-12 is 150, and CR 13+ is 100. How does that look? [/QUOTE]
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