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<blockquote data-quote="Li Shenron" data-source="post: 7331395" data-attributes="member: 1465"><p>There are naturally two ways of slowing down advancement: granting less XP, and increasing the XP/level thresholds. </p><p></p><p>Here I am just playing around a bit to derive some alternative thresholds... First notice that you can approximate the table on DMG p.82 with the following:</p><p></p><p>Easy = 50% XP</p><p>Medium = 100% XP</p><p>Hard = 150% XP</p><p>Deadly = 200% XP</p><p></p><p>Then, as a concrete example:</p><p></p><p>1) you decide that your plan is 10% easy/50% medium/30% hard/10% deadly, which yields an average 0.1 x 0.5 + 0.5 x 1 + 0.3 x 1.5 + 0.1 x 2 = 1.2 </p><p></p><p>2) you decide you want on average 10 encounters before levelling up (at all levels)</p><p></p><p>3) take the "Medium" column from the table and multiply each XP value by 1.2 x 10 = 12 (in our example this yields: 600, 1200, 1800, 3000, 6000, 7200, 9000, 10800...)</p><p></p><p>4) add up the previous numbers to derive the new XP thresholds to level up: 600, 1800, 3600, 6600, 12600, 19800, 28800, 39600...</p><p></p><p>If you compare these with the PHB thresholds you don't notice that huge differences except for the first two levels (which in fact are designed to go faster), so this means that probably in this example we've picked some numbers that are actually pretty close to the designer's default. </p><p></p><p>--- </p><p></p><p>But really you don't need to do something that complicated at all... just multiply all XP thresholds by a factor of 2, and you've slowed down advancement by the same factor! </p><p></p><p>So far it's of course equivalent to slashing to half the monsters XP, but it has a couple of advantages: </p><p></p><p>- you can go further and set the pace differently at different levels e.g. decide that after level 10 it needs to be even slower and multiply the thresholds by 3, then after level 15 you multiply by 4</p><p></p><p>- you will still use the monster's XP in the book, so you don't risk forgetting to adjust them each time</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7331395, member: 1465"] There are naturally two ways of slowing down advancement: granting less XP, and increasing the XP/level thresholds. Here I am just playing around a bit to derive some alternative thresholds... First notice that you can approximate the table on DMG p.82 with the following: Easy = 50% XP Medium = 100% XP Hard = 150% XP Deadly = 200% XP Then, as a concrete example: 1) you decide that your plan is 10% easy/50% medium/30% hard/10% deadly, which yields an average 0.1 x 0.5 + 0.5 x 1 + 0.3 x 1.5 + 0.1 x 2 = 1.2 2) you decide you want on average 10 encounters before levelling up (at all levels) 3) take the "Medium" column from the table and multiply each XP value by 1.2 x 10 = 12 (in our example this yields: 600, 1200, 1800, 3000, 6000, 7200, 9000, 10800...) 4) add up the previous numbers to derive the new XP thresholds to level up: 600, 1800, 3600, 6600, 12600, 19800, 28800, 39600... If you compare these with the PHB thresholds you don't notice that huge differences except for the first two levels (which in fact are designed to go faster), so this means that probably in this example we've picked some numbers that are actually pretty close to the designer's default. --- But really you don't need to do something that complicated at all... just multiply all XP thresholds by a factor of 2, and you've slowed down advancement by the same factor! So far it's of course equivalent to slashing to half the monsters XP, but it has a couple of advantages: - you can go further and set the pace differently at different levels e.g. decide that after level 10 it needs to be even slower and multiply the thresholds by 3, then after level 15 you multiply by 4 - you will still use the monster's XP in the book, so you don't risk forgetting to adjust them each time [/QUOTE]
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