I just want to say that I hate the whole CR and Monster Creation process in 5e again.
So I’ve been thinking about alternates.
On the one hand I could probably come up with some sort of analogy for the 1E system. The biggest issue is that there is not a linear progression either from CR0 to CR30 creatures, or even from CR0 to CR24 creatures (which is where the ancient red and gold dragons sit). That has the ubiquity of being something I’m familiar with and I just need to work so the XP for a monster is roughly the same in either game.
The problem with that is that I’ve already been burned by the 1e system before. I do still like the utter and complete simplicity of Alexis’ XP system, but then I run into the problem that 1e also grants XP for treasure and in 5e XP only comes from defeating monsters. His game runs roughly 40% XP for creatures and 60% XP for treasure, so I’d need to double the gains for it to balance out (assuming I wanted to balance things per his campaign style). Plus, XP in general is inflated from 1e numbers and the XP needed to level is greatly reduced. I haven’t done any number crunching yet in 5e terms, but I suspect that the balance would be off even if I did something like tie ??xp per HP of the creature (so that the party got bonus XP for the monster in the same way ).
Alternately, I would just accept that the XP system gets inverted a bit – just as Alexis was trying to address. I think the real place to address things is to grant some sort of XP reward for inflicting Conditions being that they are essentially “quasi-damage” in many respects. This would also solve the problem of “combat effective but not damage producing spells” – how do we reward that?
Now, yes, this system would speed up the already ramped up advancement of the lower levels in 5e and have slowed down advancement at higher levels – maybe… Those humanoid minions are actually “worth something” now in the greater XP picture – a lot of something.
It is so gosh darn simple…