D20 Mechanic: XP Values

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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.

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 double the potency in 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 triple the potency in HP, and have a +4 to defenses across the board. This results in attacks against avg Def having 30% chance to hit.