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*Pathfinder & Starfinder
Calculating XP drives me crazy
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<blockquote data-quote="Piratecat" data-source="post: 2825073" data-attributes="member: 2"><p>Just edited that in. Good question. To recap:</p><p></p><p>Example: Joe the fighter is level 11, and gets 5 AP + an XP Pool of 5500 xp (or really, since Joe is a fighter, 10 AP and 500 xp to donate towards someone's magic item.) He gets killed and drops back to 10th. For 10th and 11th level he <em>only</em> gets his xp pool (5000 and 5500 xp respectively, or 5 AP per level). At the point where he'd hit 12th level, he'd jump back to 13th with the rest of the group, and rocket back to 5 AP + his full XP pool (effectively 11 Action Points).</p><p></p><p>Huh. Having written that, I don't like it. It leaves him doubly weak after dying, then springs him back to instant full power two levels later.</p><p></p><p>Any suggestions?</p><p></p><p>2. At most given this system, a 20th lvl wizard could cast <em>wish</em> twice in a row. (I have a house rule saying that, like <em>miracle</em>, wish doesn't cost XP if you use it to spoof a spell.) That's the trade-off for Action Points and a simple system. I'm okay with this, especially if you use our wish/XP house rule, but not everyone would be. Rejiggering the math to find a different balance in the XP pool really affects what a "reasonable" amount of magic items could be made. That being said, I'm not married to the idea of the XP pool being half of the XP needed to advance a level, but it does feel right to me.</p><p></p><p>3. Level adjustment... hmm. I hadn't considered it. Suggestions? My expectation is that they'd gain AP and an XP pool based on their character level <em>including</em> the level adjustment, just to keep them on par with the other PCs.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2825073, member: 2"] Just edited that in. Good question. To recap: Example: Joe the fighter is level 11, and gets 5 AP + an XP Pool of 5500 xp (or really, since Joe is a fighter, 10 AP and 500 xp to donate towards someone's magic item.) He gets killed and drops back to 10th. For 10th and 11th level he [i]only[/i] gets his xp pool (5000 and 5500 xp respectively, or 5 AP per level). At the point where he'd hit 12th level, he'd jump back to 13th with the rest of the group, and rocket back to 5 AP + his full XP pool (effectively 11 Action Points). Huh. Having written that, I don't like it. It leaves him doubly weak after dying, then springs him back to instant full power two levels later. Any suggestions? 2. At most given this system, a 20th lvl wizard could cast [i]wish[/i] twice in a row. (I have a house rule saying that, like [i]miracle[/i], wish doesn't cost XP if you use it to spoof a spell.) That's the trade-off for Action Points and a simple system. I'm okay with this, especially if you use our wish/XP house rule, but not everyone would be. Rejiggering the math to find a different balance in the XP pool really affects what a "reasonable" amount of magic items could be made. That being said, I'm not married to the idea of the XP pool being half of the XP needed to advance a level, but it does feel right to me. 3. Level adjustment... hmm. I hadn't considered it. Suggestions? My expectation is that they'd gain AP and an XP pool based on their character level [i]including[/i] the level adjustment, just to keep them on par with the other PCs. [/QUOTE]
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Calculating XP drives me crazy
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