Experience Management Idea

Lord Random

First Post
I'm using a system of experience management I thought you may be interested in. Rather than keeping a track of exp earned untill you end up with some huge number, I let my players spend exp to go up levels. Its a much easier and faster system and dosent alter the standard exp awards at all. The cost to go up a level is (current level x 1000 exps). Once this is spent, the exps are deducted from the players total and its easy to see how far off next level you are.
eg. A 5th level character needs to spend 5,000 exp to get to 6th level. If he has 5,700 exps, he spends 5,000 to put him to 6th level and has 700 exps left towards his next level (which is 6,000 exps).
This seems a much more friendly way to manage exps as you can see at a glance what exps you need, even for insanly high levels (I need 54,000 exps to get to level 55 :uhoh: ).
Any comments appreciated :D
 

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Lord Random said:
I'm using a system of experience management I thought you may be interested in. Rather than keeping a track of exp earned untill you end up with some huge number, I let my players spend exp to go up levels. Its a much easier and faster system and dosent alter the standard exp awards at all. The cost to go up a level is (current level x 1000 exps). Once this is spent, the exps are deducted from the players total and its easy to see how far off next level you are.
Any comments appreciated :D

I was using this for a while but I have forgetful players who would "spend" their XP and then forget to change their level. They might or might not have done their level up. It turned into a headache. The advantage to the running total is that you can always use it as a backup indicator for character level if you're not sure.

DC
 

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