Grimstaff
Explorer
Here is the exp chart I'm using for my current campaign, with notes:
1 - 0
2 - 2000
3 - 4000
4 - 7000
5 - 10000
6 - 20000
7 - 30000
8 - 50000
9 - 70000
10 - 100000
You'll notice the exp requirement for 5th lvl has not changed, but the pace at which the characters arrive there has. This gives the players a little more time to get used to their characters' abilities and personalities. Once 5th is passed, progression slows way down. This fulfills two needs in my campaign: a) it gives my players more time to enjoy levels 6-12, which time and time again has been described as their "favorite" levels of a campaign, mostly because the characters have a nice balance between having a bit of power but still feeling the all important sense of danger and challenge; and b) it gives the campaign world a sort of power-level-line between the average joes and the real heroes. most NPCs will be 1-5th lvl, as it takes a lot of effort to get beyond that.
Exp for 10th level in my campaign is roughly equivalent to what you need to get to 14th lvl in the RAW. So far, none of my players have minded this a bit, and have enjoyed the extra time at mid levels.
I tried the "double experience" chart as listed in the Wilderlands PG, and it actually slowed down low levels too much, at least for guys that only get to play 4-5hours oncce a week.
Experience for high-level play (which I never run much beyond 13-15th level) is as follows:
11 - 130000
12 - 160000
13 - 200000
14 - 240000
15 - 280000
16 - 330000
17 - 380000
18 - 430000
19 - 490000
20 - 550000
I list those levels seperate mainly due to the fact that I have not used this chart at those levels in actual gameplay as of yet, and hesitate to endorse anything before playtesting it, but I don't see why it wouldn't hold up as well as it does from 1-10.
1 - 0
2 - 2000
3 - 4000
4 - 7000
5 - 10000
6 - 20000
7 - 30000
8 - 50000
9 - 70000
10 - 100000
You'll notice the exp requirement for 5th lvl has not changed, but the pace at which the characters arrive there has. This gives the players a little more time to get used to their characters' abilities and personalities. Once 5th is passed, progression slows way down. This fulfills two needs in my campaign: a) it gives my players more time to enjoy levels 6-12, which time and time again has been described as their "favorite" levels of a campaign, mostly because the characters have a nice balance between having a bit of power but still feeling the all important sense of danger and challenge; and b) it gives the campaign world a sort of power-level-line between the average joes and the real heroes. most NPCs will be 1-5th lvl, as it takes a lot of effort to get beyond that.
Exp for 10th level in my campaign is roughly equivalent to what you need to get to 14th lvl in the RAW. So far, none of my players have minded this a bit, and have enjoyed the extra time at mid levels.
I tried the "double experience" chart as listed in the Wilderlands PG, and it actually slowed down low levels too much, at least for guys that only get to play 4-5hours oncce a week.
Experience for high-level play (which I never run much beyond 13-15th level) is as follows:
11 - 130000
12 - 160000
13 - 200000
14 - 240000
15 - 280000
16 - 330000
17 - 380000
18 - 430000
19 - 490000
20 - 550000
I list those levels seperate mainly due to the fact that I have not used this chart at those levels in actual gameplay as of yet, and hesitate to endorse anything before playtesting it, but I don't see why it wouldn't hold up as well as it does from 1-10.