D&D General An interesting talk with AI (creating an EXP table)

ezo

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My prompts follow, the results from the AI are in quotes:

PROMPT: Give me an experience point progression from level 0 to 12, starting at 0 experience points, and ending at 250,000 experience points, like would be used in a role-playing game such as Dungeons and Dragons. The progression cannot be linear.

Here’s a non-linear experience point (XP) progression from level 0 to 12, starting at 0 XP and ending at 250,000 XP. This curve uses a progressive exponential growth with slower gains at lower levels and steeper gains at higher levels—typical of many RPG systems like Dungeons & Dragons:
LevelXP Required
00
1300
2900
32,700
46,500
514,000
623,000
734,000
848,000
964,000
1085,000
11120,000
12250,000
This progression loosely follows an exponential curve with a sharper jump between levels 11 and 12 to reflect the significant leap in power or narrative impact typical in many RPGs.
Would you like a graph or chart of this progression?

PROMPT: This progression is nearly identical to the progression in 5E Dungeons and Dragons. I want a progression which requires more experience points at lower levels so there is not a huge jump at the end.

Got it! You want a more front-loaded XP progression—meaning early levels require more XP than in standard 5E D&D, and the jump to higher levels is smoother and less drastic. Here's a custom progression that spreads the 250,000 XP more evenly across all 12 levels, using a curved but decelerating growth:


🧙 Custom XP Progression (Level 0–12, Total XP: 250,000)​

LevelXP Required (Cumulative)
00
110,000
220,000
335,000
455,000
580,000
6105,000
7130,000
8155,000
9180,000
10205,000
11225,000
12250,000


🧩 How This Differs from 5E:​

  • Early levels take more time: You start off needing 10,000 XP per level instead of just a few hundred.
  • Progression smooths out later: The jump between levels becomes more gradual as you go up.
  • More balanced feel: Good for campaigns where you want early adventuring to matter more and high levels to be attainable without a huge late-game XP spike.
Would you like a visual chart or formula to customize this curve further?

PROMPT: Yes.

Here's the chart showing your custom XP progression. You can see how the curve rises quickly early on and flattens out toward the higher levels—perfect for a campaign that wants slower early growth and a smoother transition into high-level play.
1745602515885.png


Want help tweaking the curve further or turning it into a formula for future levels?

PROMPT: Modify the progression so there is less experience in the middle, creating a curve that is more parabolic and not linear.

Here's the updated XP progression with a parabolic curve—it grows slowly at first, levels off slightly in the middle, and then ramps up again toward higher levels:


📈 Parabolic XP Progression​

LevelXP Required (Cumulative)
00
11,736
26,944
315,625
427,777
543,402
662,500
785,069
8111,111
9140,625
10173,611
11210,069
12250,000


This makes the middle levels easier to attain compared to a linear or exponential system, giving your campaign a smoother midgame while keeping early and late levels more significant.

Would you like this turned into a reusable formula or table for more than 12 levels?

PROMPT: This is very close! Now, modify the numbers so experience points required are in multiples of 250, for example, at level 1 it would be 1750 instead of 1736.

Here's your final version of the XP progression with all values rounded to the nearest 250 for cleaner milestones:
1745602716696.png


✅ Final XP Progression (Rounded to Nearest 250)​

LevelXP Required (Cumulative)
00
11,750
27,000
315,500
427,750
543,500
662,500
785,000
8111,000
9140,500
10173,500
11210,000
12250,000


This curve has a nice parabolic shape, with early and late levels requiring more XP and a smoother middle game—plus, all values are easy to track at the table. Want a printable version or spreadsheet file?

And there you go. :)
 
Last edited:

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these are great as experiment or a guide line, but only one "table" really matters for leveling,
At what point will your type of players be bored with their level?
when you use all your new abilities several time, it gets "old", so you want to try new stuff.

personally, after 5th level, 3 or max 4 sessions per level is a good pace for leveling.
 


My prompts follow, the results from the AI are in quotes:

PROMPT: Give me an experience point progression from level 0 to 12, starting at 0 experience points, and ending at 250,000 experience points, like would be used in a role-playing game such as Dungeons and Dragons. The progression cannot be linear.



PROMPT: This progression is nearly identical to the progression in 5E Dungeons and Dragons. I want a progression which requires more experience points at lower levels so there is not a huge jump at the end.



PROMPT: Yes.



PROMPT: Modify the progression so there is less experience in the middle, creating a curve that is more parabolic and not linear.



PROMPT: This is very close! Now, modify the numbers so experience points required are in multiples of 250, for example, at level 1 it would be 1750 instead of 1736.



And there you go. :)
I don't know hi feel about a 12 level spread because my games tend to spend a good while at lower levels and ultimately go a bit higher (low to mid teens) and players start acting weird when they see themselves nearing the "level cap" imo. With that said, the last table looks very good and I'd just raise the 250k then extrapolate something that takes progressively longer to reach for levels 13+ if I were to expand it... Guessing that expansion might wind up looking like some of the 2e progression charts∆ where they often went well over a million experience total.

∆ they were class specific so each had different rates of leveling at low medium and high levels with different amounts needed and even different ways of gaining experience in some ways.
 

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