Difference between revisions of "D20 Mechanic: XP Values"
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The concept of CR is gone; creatures - and other hazards - simply have levels, and are considered appropriate threats at that level. | The concept of CR is gone; creatures - and other hazards - simply have levels, and are considered appropriate threats at that level. | ||
− | When experience is awarded, all characters that are to be awarded XP are awarded the amount on the table for each hazard. Thus, if a party of eight people kills four level 2 goblins, everyone gets 5 experience points per goblin. | + | When experience is awarded, all characters that are to be awarded XP are awarded the amount on the table for each hazard. Thus, if a party of eight people kills four level 2 goblins, everyone gets 5 experience points per goblin. ''I think this results in too-fast leveling. Divide XP awards evenly among all characters.'' |
===Exceptions=== | ===Exceptions=== | ||
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; Minions : Minions are a base critter, but with "no hit points," so if they take damage, they're out. No change to defenses. | ; Minions : Minions are a base critter, but with "no hit points," so if they take damage, they're out. No change to defenses. | ||
− | ; Elites : Elites have | + | ; Elites : Elites have 2x as much HP, and have a +'''2''' to defenses across the board. This results in attacks against avg Def having 40% chance to hit. Your math was wrong, idiot, 10% is 2 points on a d20, not 1. |
− | ; Solos : Solos have | + | ; Solos : Solos have 5x as much HP, and have a +'''4''' to defenses across the board. This results in attacks against avg Def having 30% chance to hit. |
==Icon Testing== | ==Icon Testing== | ||
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: [[File:melee_basic_icon.png|17px]] '''Words''' | : [[File:melee_basic_icon.png|17px]] '''Words''' | ||
+ | |||
+ | : [[File:aura_icon.png|17px]] hate that it has to have color, but... not good enough at gimp to clean it up |
Latest revision as of 23:50, 7 December 2017
XP Awards
| ||||
---|---|---|---|---|
XP Award | ||||
Level | Minion | Normal | Elite | Solo |
1 | 2 | 5 | 10 | 25 |
2 | 2 | 5 | 10 | 25 |
3 | 5 | 10 | 20 | 50 |
4 | 7 | 15 | 30 | 75 |
5 | 12 | 25 | 50 | 100 |
6 | 17 | 35 | 70 | 175 |
7 | 22 | 55 | 110 | 275 |
8 | 42 | 85 | 170 | 425 |
9 | 67 | 135 | 270 | 675 |
10 | 107 | 215 | 430 | 1,075 |
11 | 170 | 340 | 680 | 1,700 |
12 | 267 | 535 | 1,070 | 2,675 |
13 | 417 | 835 | 1,670 | 4,175 |
14 | 657 | 1,315 | 2,630 | 6,575 |
15 | 1,035 | 2,070 | 4,140 | 10,350 |
16 | 1,627 | 3,255 | 6,510 | 16,275 |
17 | 2,557 | 5,115 | 10,230 | 25,575 |
18 | 4,022 | 8,045 | 16,090 | 40,225 |
19 | 6,325 | 12,650 | 25,300 | 63,250 |
20 | 9,750 | 19,500 | 39,000 | 97,500 |
21 | 15,000 | 30,000 | 60,000 | 150,000 |
22 | 23,750 | 47,500 | 95,000 | 237,500 |
23 | 37,500 | 75,000 | 150,000 | 375,000 |
24 | 58,750 | 117,500 | 235,000 | 587,500 |
25 | 92,500 | 185,000 | 370,000 | 925,000 |
26 | 145,250 | 290,500 | 581,000 | 1,452,500 |
27 | 230,000 | 460,000 | 920,000 | 2,300,000 |
28 | 365,000 | 730,000 | 1,460,000 | 3,650,000 |
29 | 572,500 | 1,145,000 | 2,290,000 | 5,725,000 |
30 | 907,500 | 1,815,000 | 3,630,000 | 9,075,000 |
31 | 1,483,000 | 2,876,000 | 5,752,000 | 14,380,000 |
32 | 2,279,000 | 4,558,000 | 9,116,000 | 22,790,000 |
33 | 3,612,000 | 7,224,000 | 14,448,000 | 36,120,000 |
34 | 5,725,000 | 11,450,000 | 22,900,000 | 57,250,000 |
35 | 9,074,000 | 18,148,000 | 36,296,000 | 90,740,000 |
36 | 14,382,000 | 28,764,000 | 57,528,000 | 143,820,000 |
37 | 22,795,000 | 45,590,000 | 91,180,000 | 227,950,000 |
38 | 36,130,000 | 72,260,000 | 144,520,000 | 361,300,000 |
39 | 57,266,000 | 114,532,000 | 229,064,000 | 572,660,000 |
40 | 90,766,500 | 181,533,000 | 363,066,000 | 907,665,000 |
Because I'm abandoning anything resembling core d20 experience point progressions, I have also redesigned experience point awards for success.
The concept of CR is gone; creatures - and other hazards - simply have levels, and are considered appropriate threats at that level.
When experience is awarded, all characters that are to be awarded XP are awarded the amount on the table for each hazard. Thus, if a party of eight people kills four level 2 goblins, everyone gets 5 experience points per goblin. I think this results in too-fast leveling. Divide XP awards evenly among all characters.
Exceptions
- Minions
- Grant only half XP (rounded down).
- Elites
- Grant double XP.
- Solos
- Grant five times XP.
Monster Design
Just going to stick this here real quick.
- Base
- Base critters are base. In general, a mob will take one or two "standard" hits to bring down - maybe three if you are dealing much lower damage than expected.
- Minions
- Minions are a base critter, but with "no hit points," so if they take damage, they're out. No change to defenses.
- Elites
- Elites have 2x as much HP, and have a +2 to defenses across the board. This results in attacks against avg Def having 40% chance to hit. Your math was wrong, idiot, 10% is 2 points on a d20, not 1.
- Solos
- Solos have 5x as much HP, and have a +4 to defenses across the board. This results in attacks against avg Def having 30% chance to hit.
Icon Testing
Testing out some icons, like a melee icon, and the
basic melee icon.
Or a ranged icon, or its
basic variant.