There has been some discussion about why the new DnD 3E
rules have a scaling experience point system rather then
the old school static XP system of older games, such as
second edition Dungeons and Dragons or the S.P.E.C.I.A.L.
system from Fallout (and its spin-offs). Since Greyhawk
will be using the challenge rating system (in so far as
we have been made aware) from the 3E rules, I thought a
break down of what it is, as well as some common arguments
on what makes it better, would be in order.
First, what is "Challenge Rating"? Challenge Rating, or
CR, is a value assigned to an overall encounter faced by
a group of players in the pen and paper setting. The Monster
Manual and Dungeon Master (DM) guide has several guidelines
for what constitutes certain CR values. By the rules, a
CR is an overall challenge that would require about 20%
of all player resources to complete successfully considering
a 4 player party whose average level equals the CR. This
20% would be expenditure of potions, spells, scrolls, hit
points, ammo, etc. As an example, let's say a DM has a group
of 4 second level characters. He could put an Ogre in a
dungeon room (Ogres are CR 2) and in theory, the Ogre could
deal enough damage, that would require the use of a healing
spell or two, and maybe the fighter drinks his potion of
Barkskin as well. Now, the Ogre lay defeated, the party
has used about 20% of it's resources (give or take), and
the players felt challenged, maybe even a little thrilled
(an Ogre can always score a very wicked critical, possibly
leaving a dead player).
If the party gets lucky and drops the Ogre with one good
shot, do they get full XP? Yes. They do, because the other
side of the same coin applies, such as if that Ogre would
have taken out the party mage with an good swing of his
club, no additional XP would be rewarded. Luck isn't a factor
in the CR system, in other words. On the same token, if
they face a CR 12 necromancer (level 12 necromancer that
would be, since with enemy characters level = CR) who summons
a pack of zombies, do the players get the CR 12 XP and the
XP for the zombies? No, it was the ability of the CR 12
necromancer that summoned them, they were part of the challenge
he represented.
The CR system is very dynamic, as it can be molded on the
fly or in advance of a party. If the party takes on the
first Ogre and the DM sees it wasn't a challenge, he can
quickly and easily make the next one harder, by giving it
class levels (such as 1 level of fighter, or maybe 3 levels
of mage, so it has access to 2nd level spells, assuming
it's Intelligence score is high enough of course). This
dynamics make the CR system very easy to use and a great
relief for DM's who need a guideline to decide if an encounter
he is preparing will destroy the players, or be a walkthrough
for them. The static XP system would not do nearly as good
a job letting the DM know what encounters needed to be toned
down or beefed up, except with a lot of playing experience
from the DM.
Greyhawk has been said to allow for the creation of 5 party
members, with up to 3 (!!) more NPC's to join you as your
journey progresses. That would be up to 8 party members,
which is quite a large party indeed. Now, as I mentioned
the CR is based on a party of 4 members. What if there are
more then 4 members or less? Does the CR need to change?
Actually, the CR stays constant, and the amount of XP based
on a particular CR is given by means of a chart in the Dungeon
Masters guide, based on average party level. The sum value
of XP is divided by the number of players in the encounter,
which should make level progression pretty paced in Greyhawk
with a full party, dividing everything 8 ways, unless the
encounters scale with the number of party members. I also
suspect strongly that we (players) will have some fantastic
tactical battles on a very epic scale with 8 party members
fighting hordes of orcs, mages, rogues, etc. all in one
big battle!
I would also like to comment on a small difference between
the way XP is handed out in Greyhawk (the core rule books)
versus the refined (updated) way it is divided in the Forgotten
Rules sourcebook. Under the core (release) rules, XP is
handed out by average party level equally to all party members.
This means, if 4 characters whose levels are say 4, 5, 5,
and 3 (average party level of 4 (round all values down in
DND)) defeat a Ogre (CR 2) then they all get (CR 2 with
Avg. Party Level 4 = 600xp) 150xp each.
That may seem fair, but it really isn't. Mainly it's jus
simple, and even elegant, but not fair. Especially considering
when a character dies, he is reduced to the mid point of
his previous level. Now, that could be why two party members
are less then level 5 in my example. Those characters will
never really catch up to the other players, in terms of
level. On the other hand, the Forgotten Realms handles this
much better. Under this optional rule, XP is still divided
by the number of players, but the value of the XP is individualized.
In my example, the level 4 character would get 150xp (level
4 vs. CR 2 is still 600/4 is 150xp). But, the level 5 characters
would only get (500/4 or 125xp) and the 3rd level character
would actually get (800/4 or 200xp). This means if this
level 3 guy died two times, he will actually catch up fairly
quickly, which in my opinion is more fun for everyone, even
the DM as well as (in a video game environment) means the
XP penalty can be kept and still be fun for many players
(with out reloading the game because someone died, for example.)
This is more work for a DM in real life, but a computer
can handle these calculations quite well, and I hope the
developers employ this type of XP system, even if it isn't
"Greyhawk" per se.
The Static XP system works well in a Pen and Paper system
still, but the scaling system that CR brings works best
yet, and that goes double for a video game. With Greyhawk,
if the CR system is employed, the encounters can scale much
easier by assigning new creatures until the CR balances
the party's average level, for example. It will be curious
to see details emerge about how Greyhawk will handle XP
in this manner. Many times the XP system will have to be
tweaked for a video game environment, such as Neverwinter
Nights (which also employed a modified CR system) giving
out approx 1/10th the Monster Manual values in XP (due to
the fact that you can fight a battle 10 times faster when
the rules are done in the background and the combat system
is graphical, such as with a computer game!). It raises
the question, will this be the case for Greyhawk? Will Greyhawk
reward with story experience, which is an optional rule
in the Dungeon Masters Guide? Will traps and other non-creature
encounters yield a CR? Will there be cases where non combat
options (sneaking, diplomacy, etc.) will also yield equivalent
experience to battle? These questions will hopefully be
answered as more about the game of Greyhawk is revealed,
in the meantime I hope this article helped new players and
veterans of games like Baldur's Gate understand what the
Challenge Rating system, and a scalable XP system as a whole,
can provide for a game's core rules system.