| Mistah Green |
This thread is about the differences between fixed XP systems and relative ones, specifically PF vs 3.5.
There are many problems with fixed XP systems, problems that do not exist in relative XP systems.
Here they are in short:
"Boil an antbed, gain one level."
Misleading impressions of what is and is not a threat in terms of quality.
Misleading impressions of what is and is not a threat in terms of quantity.
And now to elaborate on these points.
"Boil an antbed, gain one level." - Most of you have probably seen this card. But facetious remarks aside, this is exactly the sort of behavior it encourages - slaying large numbers of non threatening enemies instead of picking on something your own size. While in most games taking on large numbers of anything more dangerous than the illustrious insects would be a poor decision, this is D&D. The game in which 10th level parties of 4 can defeat an army, all in a day's work. It's not even a thing.
Misleading impressions of what is and is not a threat in terms of quality - 3.5 made it very clear that lower level enemies just weren't that dangerous to you, reflected by reduced XP. If they were 8 or more levels lower, you got 0 because you were assumed to be able to defeat an infinite number of level - 8 creatures without breaking a sweat. PF in no way changed what you were capable of but they did forget to tell you that. Just take a look around and see all the people spamming the party with meaningless mook fights as if they were making a convincing point about anything. It just leads to confusion and bad data.
Misleading impressions of what is and is not a threat in terms of quantity - There is some obvious overlap here as encounters have an Inverse Law of Ninjitsu thing going on but it still deserves its own section. 3.5 also made it very clear if you had to use more than a dozen enemies to make an encounter that those enemies were not really a threat and were just filler. PF, with its fixed XP does not. So they still aren't a threat at all, the game just acts as if they are. Which in turn leads to more confusion and bad data.
Like most design elements, this affects everything its connected to. From new classes to feats to mechanics, with bad foundations comes bad data. This problem would go away if fixed XP were ditched, replaced with the relative XP system and it was made clear what is and is not a level appropriate encounter. It would also make the forums a lot less headache inducing.