I would probably do this divide those numbers by 4 since CR is based on 4, gotcha I think 90 And then adjust them from there (possibly dividing it again by 10) Er oops [nods] I like the idea Then use that as your /base number/ now if a solo person kills the monster they get that base number if two people kill it they both get 60% of that value if 3 people kill it, then 45 and so on (you have to come up with your own percentage based on the number of players in a party) But at the same time, we want to encourage partying right and that would since 45% * 3 = 135% assuming 3 people killed 3 mobs, they would gain more xp overall than 1 person killing one monster. Well how about you just penalise those who want to go and kill monsters considerably weaker? James: thats innate in the system This is true, but do soloers think like that when the walk around? Make it not worth it, and they may consider partying to be able to smash bigger monsters. Elrahc: who cares what they think? the system defines the penalty/reward A wizard could fireball lots and do very well on his own, then use invisibility if things got rough I think we had a character like that. Her name was Foxy and she was fricken wealthy. lol I remember her Because of that exactly I think. Elrahc: if your rest system is harsh enough, thats a non issue. Good point, k9 thats not really an xp issue anyway thats a balance issue Yeah. if one person can go around killing mass monsters of their level.... Anyway, the premise is this with your /base/ xp per kill, you get less than 100% of that in a party, however, the total combined is more than 100% for the party making the 'incentive' * GrinningFool has quit IRC (Connection reset by peer) Yes, this is good stuff the balance of how much that total is, is really up to you how you want to tweak it. you could, say, for 2 people give 80% and 3 give 70% So 100%, minus 10% per party member? not bad, with a low end cap of 20$ I'm talking with our scripter in MSN now, and I see how we could do that, and additionally make leveling slower by making the XP per CR devied by more than 10 as it rises 20% Actually let me pull up a quick sheet Sure :D I vaguely remember how we did it. i need to pull out the numbers