Realmzmaster wrote...
I understand what you are trying to achieve, but as Filament said it would be better to give each enemy a challenge rating. The higher the level of the party or main PC is above the challenge rating the less experience you receive. The converse should also be true if the party kills a creature whose challenge rating is greater than the party level or main PC level then more experience is rewarded.
The experience of the creature would remain static and would be modified by the difference in the ratings.
With the Persuade example are you saying that at the present skill level the character has a 35% chance of making the check? If so how would experience be rewarded? Would the party get 65% of the experience? If the Persuade is 90% with a 10% chance of failure will the party only get 10% of the experience?
With the locked chest example does it depend on the relative difference between the stregth of the character verus the strength of the box? What does Hard translate to in strength terms?
Let's say Hard translates to a strength of 50 and the character breaking the box has a strength of 70, do you substract the difference from the percentage of experience awarded? The difference here is 20, so the party receives 80% of the experience. If the character strength is 50 the party receives all the experience?
Would there be a percentage chance of breaking the box at lower strength levels? Thereby the party recieves more experience?
Edited for spelling
I would suggest possibly taking a look at the comments I made directly in response to Filament's commnets (I apologize for responding three times in a row with differente statements, just was replying as things came to me).
My problem with the NWN/enemy challenge rating is that it works in the exact opposite manner of what I was trying to accomplish. By having a character's level as the determiner, you immediately assume a level of skill and the degree of power a player should have at a given level.
So if I am level 10 and am struggling against level 10 enemies, giving me the same amount of experience (because they have an equal Challenge Rating) would be no help in catching my character up to the enemies I am fighting.
Conversely, if I am level 5 and can beat level 10 characters, who would have a much higher challenge rating, I am rewarding the player who is already much too strong for their respective level. While that is nice for the player, the idea is to have those who are struggling catch up and those who are getting through with ease slow down.
This still does not penalize the player who is level 5 beating level 10 enemies, since they will likely be a challenge, meaning the party will probably be sustaining damage and, given the level 10 enemies base experience will be higher than any level 5 enemies, this will result in big XP returns for the level 5 player. On the same wavelength, a level 10 player who is getting their butts handed to them by level 10 enemies will get a slight edge every fight they win, so that they can soon be level 11 or level 12, and stand a better chance against their level 10 enemies.
In regards to the non-combat skills, it wouldn't be a simple substraction model, because that assumes if a player only has a 1% chance of succeeding, they should only get 99% of the XP, and if a participant has a 99% chance of succeeding, they would only get 1% of the XP, which is hardly fair. And which may, unintendedly, result in less than 1 XP for completing a task.
In the Persuasion option, I would say a 75% chance of success is a pretty good ground to be shooting for when doing a Persuade check. It is better than a coin toss (50%), indicating that your character has enough Persuasion skill to pull off the attempt (after all, how often is it that you walk into a fight with a 50% chance of dying every time?) but it isn't vastly overpowered to succeed every time (given a 1 out of 4 chance for failure).
Given that, a 75% chance of Persuasion would net you base XP (100%). 100% chance would net you 50% and a 25% chance and lower would net you 200% XP with, again, a sliding scale that allows permutation between each sitatuion.
For example, say you are in a conversation and there are two Persuade options - one, a threat to let your party through without any questions (50% success rate) and another is a bribe attempt (which would cost you 500 Gold, 85% success rate). The base XP of both is 100 XP, just for simplicity's sake.
The 50% success rate would net you 150% of your base XP (150 XP total). While the bribe attempt would net you 80% of your base XP (80 XP). My math for determining that is again based on a 75% skill starting point. There are 25 percentage points between 75 and 100, and the XP penalty rate goes from 100% to 50%, so every percentage point of success rate above 75% nets you 2% less XP. Similarly, 75% to 25% is 50 percentage points, and the XP bonus rate goes from 100% to 200%, so every percentage point of success rate below 75% nets you 1/2% point more XP.
A chest would have a similar XP scale based on either strength for bashing it open or lockpick skill, but again, with limits so that the strongest character in the game will not be getting 1/3 XP point for doing something.
Let me know of your thoughts.
Modifié par Fast Jimmy, 27 avril 2012 - 11:06 .





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