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<blockquote data-quote="Bhaal" data-source="post: 598303" data-attributes="member: 8702"><p>It's the attacker's charisma. The quote is talking about negative levels that an undead would give its victim.</p><p></p><p>I also use the "debt" system. Well, while we're on it, the way we do exp is add up what we get and have a goal for each level. This is best used in an example. Take joe, a 1st level character:</p><p></p><p>Joe just starts out and needs 1000 exp to achieve level 2 (which is a 1000 xp goal). After an adventure he gets 1400 exp. He subtracts the goal for level 2 (1000) from his total, he is now level 2 and has 400 experience left over. Next is 3rd level, which needs 2000 experience to achieve. Later on he gets 2500 experience and has a total of (2500+400=) 2900. Subtract 2000 and he is now 3rd level with 900 exp, needing 3000 to level again. </p><p></p><p>It's the same as what's in the PHB, but a different way of calculating it. The algorythm simply put is you need your level * 1000 experience to get to the next level. When you do, subtract that total from your experience and level up. It's easier to keep track of the math later on. Say you're 16th level going on 17th. Instead of keeping track of, say, 129,302 experience and heading towards 136,000, your numbers will just be 9302 out of 16000. Easier to figure out percentages, easier to quickly gague your progress, and generally keeps the numbers simple.</p><p></p><p>Anyway, combine that system with a debt system, and when someone loses a level, you subtract their level * 500 from their total and don't change anything else. If you want, you can make a rule that if their experience goes into the negatives, they start taking -1 penalties to everything.</p></blockquote><p></p>
[QUOTE="Bhaal, post: 598303, member: 8702"] It's the attacker's charisma. The quote is talking about negative levels that an undead would give its victim. I also use the "debt" system. Well, while we're on it, the way we do exp is add up what we get and have a goal for each level. This is best used in an example. Take joe, a 1st level character: Joe just starts out and needs 1000 exp to achieve level 2 (which is a 1000 xp goal). After an adventure he gets 1400 exp. He subtracts the goal for level 2 (1000) from his total, he is now level 2 and has 400 experience left over. Next is 3rd level, which needs 2000 experience to achieve. Later on he gets 2500 experience and has a total of (2500+400=) 2900. Subtract 2000 and he is now 3rd level with 900 exp, needing 3000 to level again. It's the same as what's in the PHB, but a different way of calculating it. The algorythm simply put is you need your level * 1000 experience to get to the next level. When you do, subtract that total from your experience and level up. It's easier to keep track of the math later on. Say you're 16th level going on 17th. Instead of keeping track of, say, 129,302 experience and heading towards 136,000, your numbers will just be 9302 out of 16000. Easier to figure out percentages, easier to quickly gague your progress, and generally keeps the numbers simple. Anyway, combine that system with a debt system, and when someone loses a level, you subtract their level * 500 from their total and don't change anything else. If you want, you can make a rule that if their experience goes into the negatives, they start taking -1 penalties to everything. [/QUOTE]
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