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<blockquote data-quote="Flamestrike" data-source="post: 7067898" data-attributes="member: 6788736"><p>If you want it set at 3 times more why not just multiply the XP needed by 3? Your method will have weird effects on the Encounter difficulty/ XP budget chats.</p><p></p><p>Better yet, set it at x4 the XP in the chart, and when the PCs hit the x2 mark (half levels) they get the HD and HP of their next level plus a proficiency bonus bump if applicable. Once they hit the x4 mark, they get the class features.</p><p></p><p>That way you'll have level 1, 1.5, 2, 2.5, 3, 3.5 etc.</p><p></p><p>1st to second level is now 1200xp. But at the 600xp mark you get your 2nd level HD and HP increase. At 1200xp you get the class features. </p><p></p><p>It has the advantage of really keeping the game going for ages, but wont drag on quite so much with the players getting a slight bump every 2 levels instead of every 4.</p><p></p><p>That way when designing encounters, you only have to multiply the encounter budget by 4 as well.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7067898, member: 6788736"] If you want it set at 3 times more why not just multiply the XP needed by 3? Your method will have weird effects on the Encounter difficulty/ XP budget chats. Better yet, set it at x4 the XP in the chart, and when the PCs hit the x2 mark (half levels) they get the HD and HP of their next level plus a proficiency bonus bump if applicable. Once they hit the x4 mark, they get the class features. That way you'll have level 1, 1.5, 2, 2.5, 3, 3.5 etc. 1st to second level is now 1200xp. But at the 600xp mark you get your 2nd level HD and HP increase. At 1200xp you get the class features. It has the advantage of really keeping the game going for ages, but wont drag on quite so much with the players getting a slight bump every 2 levels instead of every 4. That way when designing encounters, you only have to multiply the encounter budget by 4 as well. [/QUOTE]
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