Hi! I am aware that what follows is probably not a viable system for my game, but it raised a math question that I would like to resolve, just for the sake of becoming a better designer.
In my adventure game, XP is accumulated by the party as they kill enemies, etc. Then, it's dished out at the end of the scenario according to the following formula:
(TOTAL XP) divided by (# OF PLAYERS) = (XP DEDUCTION)
(TOTAL XP) minus (XP DECUCTION) = (MODIFIED XP)
(MODIFIED XP) divided by (# OF PLAYERS) = XP RECEIVED PER PLAYER
[remainders are discarded]
EXAMPLE:
20 / 4 players = 5
20 - 5 = 15
15 / 4 = 3 XP per player
This is the math question:
Can this formula be refined to achieve the same result?
Have I just said "1+1+1+1=4" when I could have said "2+2=4"?
If you're interested in exploring further concerns about this XP dilemma, here they are (otherwise, thanks for stopping by!):
This formula requires that the solo game have an alternate formula. Namely:
(TOTAL XP) divided by (2) = (XP DEDUCTION)
(TOTAL XP) minus (XP DECUCTION) = (MODIFIED XP)
(MODIFIED XP) divided by (2) +1 = XP RECEIVED
This is what was necessary for me to get XP where I wanted it to be for each player, but it all seems ridiculously complicated. It was born of my desire to scale XP for different numbers of players. The nature of the game dictates that 2 players will have a harder game than 4 players will, and so 2 players will gain more XP for success.
This raises the question: "Why not just make the scenario grant a fixed amount of XP divided by the number of players?" The answer is that I wanted to give each kill an XP value. Personally, I don't like when I succeed in combat and receive no reward other than the elimination of the enemy.
There are gold rewards, but having each enemy drop gold would inflate the economy and be unthematic (kill a bear, get 100 gold... huh? Bears have pockets now???) There are no item drops in the game (they come via other means).
What are you thoughts? I'm open to anything.
Thanks for checking in, it's greatly appreciated!
Brian Blackwell
Hahah, you would think you could trust someone who made such a promise, after all, it's a rare scoundrel that uses math as a lure!