<k9burn|wk> I would probably do this
<k9burn|wk> divide those numbers by 4
<Elrahc> since CR is based on 4, gotcha
<James> I think 90
<k9burn|wk> And then adjust them from there (possibly dividing it again by 10)
<James> Er oops
<Elrahc> [nods] I like the idea
<k9burn|wk> Then use that as your /base number/
<k9burn|wk> now
<k9burn|wk> if a solo person kills the monster
<k9burn|wk> they get that base number
<k9burn|wk> if two people kill it
<k9burn|wk> they both get 60% of that value
<k9burn|wk> if 3 people kill it, then 45
<k9burn|wk> and so on
<k9burn|wk> (you have to come up with your own percentage based on the number of players in a party)
<Elrahc> But at the same time, we want to encourage partying
<k9burn|wk> right
<k9burn|wk> and that would
<k9burn|wk> since 45% * 3 = 135%
<k9burn|wk> assuming 3 people killed 3 mobs, they would gain more xp overall than 1 person killing one monster.
<James> Well how about you just penalise those who want to go and kill monsters considerably weaker?
<k9burn|wk> James: thats innate in the system
<Elrahc> This is true, but do soloers think like that when the walk around?
<James> Make it not worth it, and they may consider partying to be able to smash bigger monsters.
<k9burn|wk> Elrahc: who cares what they think? the system defines the penalty/reward
<Elrahc> A wizard could fireball lots and do very well on his own, then use invisibility if things got rough
<James> I think we had a character like that.
<James> Her name was Foxy and she was fricken wealthy.
<Elrahc> lol
<Elrahc> I remember her
<James> Because of that exactly I think.
<k9burn|wk> Elrahc: if your rest system is harsh enough, thats a non issue.
<Elrahc> Good point, k9
<k9burn|wk> thats not really an xp issue anyway
<k9burn|wk> thats a balance issue
<James> Yeah.
<k9burn|wk> if one person can go around killing mass monsters of their level....
<k9burn|wk> Anyway, the premise is this
<k9burn|wk> 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
<k9burn|wk> making the 'incentive'
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<Elrahc> Yes, this is good stuff
<k9burn|wk> the balance of how much that total is, is really up to you how you want to tweak it.
<k9burn|wk> you could, say, for 2 people give 80%
<k9burn|wk> and 3 give 70%
<James> So 100%, minus 10% per party member?
<k9burn|wk> not bad, with a low end cap of 20$
<Elrahc> 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
<k9burn|wk> 20%
<k9burn|wk> Actually let me pull up a quick sheet
<Elrahc> Sure :D
<k9burn|wk> I vaguely remember how we did it.
<k9burn|wk> i need to pull out the numbers