Not really.Sol_HSA wrote:I haven't read every post on this thread, but am I right in understanding that the thing you want "fixed" is that you want all characters to hit some kind of experience roof before the game is over?
Really, in practice, I think everyone who is active in the party during a fight should get comparable XP. Right now, if I have a mage who tosses fireballs one fight, and then spends the next regaining mana, that mage gets less XP despite doing much more of the damage overall than the other characters. Most RPGs spread XP evenly among party members precisely because contribution is more bursty for some characters than others.
But more significantly... Let's say we kill a Skeleton Square. 360xp. Four characters, so that's... 1440xp. Unless you have the mage fireball them, in which case you get 360xp on the mage, and 180xp on the others, for about 900xp. So about 5/8 XP; just over half.
It is surprisingly hard to get each of your melee characters to hit each skeleton in a square. (Furthermore, because it's slots rather than characters who are getting counted, it's harder than it seems; you have to run around and get the skeletons to turn so you can attack each side of the square so that front-right-melee gets credit on all four.)
It would have been better not to apply a 35% experience penalty to parties who use their mages intelligently.I'd rather have plenty of headroom and let different characters grow in different directions than have everyone become demigods. Maybe it would have been better to keep the experience goodies hidden. =)
That's the thing. If killing four skeletons yielded 1440 total XP regardless, you'd have the characters who do the most coming out ahead, but the party as a whole wouldn't be getting penalized. As is, we're talking enough of an experience gap to make a difference between a party finishing at around level 12 or around level 14.
In general, hiding mechanics like this doesn't really help -- it just means people can't even figure out why they're being penalized.