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This is all the result of a bad mathmatical system in leveling. As you level up, the exp that is given by a monster goes down. As you go down, your experience per monster does up.
The best solution IMO, is to completely wipe the experience/lvl modifier, and just inflate the xp needed at higher levels. That way, you have a nice clean linear system.
Example:
Current system: Lets say you need 100k exp to get from level 49 to 50 and 100k from 50 to 51. At level 49, a Slug gives you 500 ep, and at level 50, it only gives you 250 xp.
Wouldn't it be better, to have the Slug give a standard 500 xp, always, and make 50 to 51 require 200k xp instead of 100k?
That way, you don't have crazy xp inflation when a low level fellow kills a high level monster, and you can't exploit parties no matter the xp gap.
If you add two other fixes:
1) The amount of damage you do with a method of attack, determines the xp you get for the kill. If you do 20% of the damage on a creature with wisdom, you get 20% wisdom xp for your contribution to the kill.
2) The other party members get shared xp in the category you did the damage with - you use wisdom, they get shared wisdom xp.
Then, you have no more room for exploits. What I do think could be a valuable place for reducing XP by percent, is let a lvl 1 player party with a lvl 100 player, but they only get the percentage shared via the level diffference. Then, a level 5 player, and a level 50 player can party, but the lvl 5 player would get 10% of the shared amount of xp. Actually, instead of level difference, use xp difference. If the level 50 player needs 500k to get to the next level (I mean, the standard gap from lvl 50 to 51 being equal to 500k, not what they have left to lvl to get there) and gets 1k for a kill, that is 1/500th of the way. Then the lvl 5 player if the gap from lvl 5 to 6 is 10k, would get the shared modifier modified by the xp amount that is 1/500th closer to lvl 6.
The problem is if you make fixes right now, the game is still horribly thrown off. I really think a reset and general rebalance would be an exceptionally good idea.
One recommendation though: Add more role for parties...make it so if you use weapons, you have a delay to cast healing spells, so you need a cleric around to heal in the party. Make it so to use swords well, you need a wizard to cast 'entangle' to raise an enemy's AC. If the game gets rebalanced, increasing the benefits for cooperation will improve interesting gameplay by a huge factor. |