XP
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Experience and Levels
The experience (XP) system of Neverwinter Nights has been completely redesigned in the Neversummer 4 implementation. Our goal was to promote party-style play as opposed to having the majority of players "going solo", as well as to tailor the rewards to the world of NS4, and reduce or eliminated possible XP exploits such as "power-levelling".
When we began to rethink the way experience was doled out in an online PW setting, we started with the basics: What does XP mean, and why do you receive it? There are perhaps several different answers to these questions - all of them correct, in their own way. We chose to think of experience in NS4 as being a measure of effort, and that the XP reward should be commensurate to that effort.
Who Gets Experience
When a creature is killed, every PC in the killer's party who is alive, in the same area, and within 40 feet of the killed creature will be considered a part of the attack force and eligible for an XP award.
Note that the 40 feet is calculated from the location of the killed creature, not the PC who killed it. Summons, familiars, and dominated creatures are not counted, although all PCs receive benefits through them if their associate kills a creature. This system treats companions and other summoned creatures as "extensions" of yourself - their kills are your kills. Henchmen, however, are considered seperate entities, and may have an impact on party XP distribution.
How Experience is Calculated
XP is awarded based on the difference between your level and the highest level character in the party. A difference of 0 levels gives 100% of the normal XP for the creature, decreasing as the level difference increases.
This means that (for example) a party of three level 7s will each receive the same XP for killing a creature as they would for killing that creature solo. If a level 6 joined the party then he would receive slightly less XP than the level 7s, but the level 7s' XP rate would not be affected. If a level 8 joined the party then he would then be the highest level character, so the 3 level 7s would consequently receive slightly less XP than before.
This means that:
- Parties are very beneficial - a party of 4 of the same level receives quadruple the XP in total than they would soloing.
- Parties are best when all are similar levels.
What About ECL?
Many subraces have what is called an "Effective Character Level", or ECL. This ECL level is added to your combined class levels to determine how powerful you really are due to subrace bonuses. Drow, for example, have an ECL of 3, so a level 12 Drow is really as powerful as a level 15 Human. While these races start out with significant advantages, their difficulty in accumulating experience means that other races will be able to raise their levels, and become more powerful themselves, a bit more quickly.
ECL is only used in the calculation of the party member's XP - it does not affect the amount of XP others receive.
This means that, in a party consisting of a level 4 Drow and two level 5 Humans, the two Humans would receive the exact same amount of XP if the Drow were also a Human. This is done to eliminate the affect of ECL on party members and prevent ECL-ed characters from drawing away all the XP in a party.
Favored Class Bonus
In Neversummer, the Favored Class designation works a bit differently than regular NWN. When leveling up, or when you first enter the module, if your class matches your subrace's favored class, you will receive 10% of the experience points needed to reach your next level for free. This is the only time the Favored Class comes into play.
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