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Party CR

1. (2 x N) @ A = N @ (A+2)
Or 2 Monsters with CR 3 = 1 Monster with CR 5
Or 2 Monsters with CR 3 = 4 Monsters with CR 1

2. N @ (A+1) = [sqr(2) x N] @ A.
Or 2 Monsters with CR 3 = 1.4 * 2 Monsters of CR 2
Or 2 Monsters with CR 3 = 1.4 / 2 Monsters of CR 4

3. An encounter is of “equivalent level” if the total EL is equal to the total of the Party CRs
expressed as an EL.
AKA if EL equals to Party EL, it's of equivalent level.

Base XP Award

4. E1 = 62½ x (EL+1)

5. E2 = E1 x 1.4^D1,
where D1 = EL – Party CR

Negative ELs and CRs Less Than 1

6. A CR of ½ is assumed to be equivalent to a CR of -1 for the purposes of XP calculation.

7. A CR of ¼ is assumed to be equivalent to a CR of -2 for the purposes of XP calculation.

8. A CR of 1/10 is assumed to be equivalent to a CR of -3 for the purposes of XP calculation

Party Size Adjustment

9. E3 = 62½ x (EL-3) x 1.4 ^ (D2-3)


where D2 = (EL-4) – Individual Char Level
and where D2 >=0, or,
This is how much XP the Characters get individually.

10. E3 = -62½ x (EL-3) x 1.4 ^ (3-D2)


where D2 = (EL-4) – Individual Char Level
and where D2 <0.
This is if the fight was very easy for the character

Member Level Bonuses

11. D2 : bonus
-5 or worse : x 1/2, then x 1/3, x 1/4, etc.
-4 : -40%
-3 : -20%
-2 : -10%
-1 : -5%
D2 : +0%
+1 : +5%
+2 : +10%
+3 : +20%
+4 : +40%
+5 or more : x2, then x3, x4, x5, x6, etc.
If your level is equal to the D2 you do not get a bonus, if it's higher you get a penalty, and
a bonus if you're lower.

Significant Opposition / Weak Opposition

12. Especially costly combat for PCs: EL+1


Especially easy combat for PCs: EL-1
Opposition has especially strong tactical position at start of combat: EL+1
Opposition has especially weak tactical position at start of combat: EL-1
Opposition has significantly greater resources (magic etc) relative to the PCs: EL+1
PCs have significantly greater resources (magic etc) relative to the enemy: EL-1

Non-PC Adjustments:

13. NPCs receive 1/2 the XP they would have received as a PC.
This includes any characters whose player does not attend the game session.
14. Anything else which earns XP earns 1/4 the award they would have received as a PC.

Low/High Treasure Adjustments

15. Bonus XP = [TOTAL XP Awarded - Treasure (GP/10) ] / Number Elegible Characters

Too Much Booty

It is possible – in fact, quite easy at low levels – to have the treasure be too high for the battle,
resulting in the “Bonus” actually being a reduction in the XP awarded. This can cause problems in
two ways: first, with a negative value so high that a character actually “loses” XP from the battle
(in theory) and second, because sometimes the treasure is not evenly distributed, which
advantages one character and penalises the others in calculations for future encounters. It is
necessary to address both of these issues before proceeding further.

“Negative XP” from the battle: Deferred Penalties for Treasure

15a. Characters should always earn at least 1/2 the base xp reward (5) from a battle

15b. When some penalty is deferred, it is simply added to that character’s next allotment of
Bonus XP from Treasure

15b(alternative): Total penalties deferred are added to the GP value of the next treasure bonus
to be awarded.

Uneven Distribution Of Treasure

15c. V1 = sqr [Value of magic item / 2000] = value in +1s.


+1s = Levels (Round)

XP for Non-combat encounters:

16. Base = 2 + int (char level / 5)


17. Encounter EL = ½(DC – base)
18. XP awarded = 1/10 x normal XP award.

XP for Skill Use:

19. Encounter EL = ½(Actual Die Roll)


20. XP awarded = 1/20th x normal XP award.
21. Maximum award = 5 x total rolled.

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