Anyone using an alternative exp chart?

Oh, and you could take it one step further, and assume that each level requires two more encounters to complete instead of just one more. If you do that, you get an XP progression table similar to the following:

Code:
Lvl		#Enc		XP Table	Sessions/Lvl	Total Sessions
1		13		0		4		4
2		15		1000		4		7
3		17		3000		5		12
4		19		7000		5		16
5		21		13000		6		22
6		23		21000		6		27
7		25		31000		7		34
8		27		44000		7		40
9		29		60000		8		48
10		31		80000		8		55
11		33		103000		9		64
12		35		130000		9		72
13		37		162000		10		82
14		39		198000		10		91
15		41		239000		11		102
16		43		285000		11		112
17		45		337000		12		124
18		47		394000		12		135
19		49		457000		13		148
20		51		527000		13		160
21		53		604000		14		174
22		55		687000		14		187
23		57		778000		15		202
24		59		876000		15		216
25		61		982000		16		232

As you can see, this leads to 8th-9th level characters after a year of gaming, 14th level characters after two years, 18th-19th level characters after three years, and 22nd level after four years of gaming.

To make it easier to cut-and-paste into a House Rules document if you decide to use it, here's the basic XP table:

Code:
Lvl	New XP Table
1	0
2	1000
3	3000
4	7000
5	13000
6	21000
7	31000
8	44000
9	60000
10	80000
11	103000
12	130000
13	162000
14	198000
15	239000
16	285000
17	337000
18	394000
19	457000
20	527000
21	604000
22	687000
23	778000
24	876000
25	982000

This is a lot closer to the original poster's progression in terms of values and advancement.

Still, I hope it helps,
Flynn
 

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Wow, thats a pretty detailed approach. My target, really is to stretch out the lower levels and make high levels (say, 12 or higher) extremely extremely rare. I also have had an issue crop up a couple of times where new characters were brought in at lower levels from the rest of the group and never caught up, constantly dragging behind the rest of them by 2 or more levels. Not fun for the players, and not fun for the DM who has to come up with some lame arbitrary way to fix it. My chart above does nothing to correct that problem either.

Maybe a system along these lines would work:
1 - 0
2 - 2500
3 - 5000
4 - 10000
5 - 20000
6 - 40000
7 - 80000
8 - 160000
9 - 320000
10- 640000

Just hitting 7-8th level would take a campaign of epic proportions. :)
 

Grimstaff said:
Wow, thats a pretty detailed approach. My target, really is to stretch out the lower levels and make high levels (say, 12 or higher) extremely extremely rare. I also have had an issue crop up a couple of times where new characters were brought in at lower levels from the rest of the group and never caught up, constantly dragging behind the rest of them by 2 or more levels. Not fun for the players, and not fun for the DM who has to come up with some lame arbitrary way to fix it. My chart above does nothing to correct that problem either.

Hehehe. You might consider the second XP chart I posted, as it assumes that lower levels need two fewer encounters per level difference to advance, and so the lower level characters should catch up faster than usual. Ultimately, it depends on your desired rate of advancement. As the number of encounters each level represents gets larger and larger, then it becomes easier to catch up in level, at least for a while.

To address it any other way requires a change by which XP is awarded, not an XP table change itself.

Hope that helps,
Flynn
 

Code:
Lvl           xp needed
1                  1000
2                  3000  
3                  4000
4                  5000
5                  7000
6                  9000
7                11000
8                13000
9                15000
10              17000
11              19000
12              21000
13              23000
14              25000
15              28000
16              31000
17              34000
18              37000
19              40000
20              43000
My chart works on xp spending when lvling.
 

You could also try this one:

Code:
Lvl	New XP Table
1	0
2	1000
3	3000
4	8000
5	15000
6	26000
7	40000
8	59000
9	83000
10	113000
11	149000
12	192000
13	242000
14	301000
15	368000
16	445000
17	531000
18	628000
19	736000
20	856000
21	988000
22	1133000
23	1291000
24	1464000
25	1651000

This starts at a base of 12 encounters, assumes that each level adds four more encounters required to advance than the previous level needed, and so stretches it out a bit better. Characters two levels below gain their next level in eight less encounters, as a result of this.

Or perhaps I should try a difference of six encounters per level.

Code:
Lvl	New XP Table
1	0
2	1000
3	4000
4	9000
5	18000
6	32000
7	51000
8	76000
9	108000
10	149000
11	199000
12	258000
13	328000
14	410000
15	505000
16	613000
17	735000
18	873000
19	1027000
20	1198000
21	1387000
22	1595000
23	1823000
24	2071000
25	2341000

This might be better. For the ultimate, though, lets try one where the number of encounters doubles each time you go up in level.

Code:
Lvl	New XP Table
1	0
2	1000
3	5000
4	13000
5	27000
6	50000
7	82000
8	126000
9	184000
10	257000
11	347000
12	456000
13	586000
14	738000
15	914000
16	1117000
17	1347000
18	1607000
19	1899000
20	2224000
21	2584000
22	2981000
23	3417000
24	3893000
25	4411000

Hope this helps,
Flynn
 

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