Jack Daniel
Legend
Well, for comparison, here's the paladin/ranger XP table from 2nd edition, which is the overall slowest advancement table in that game (the mage table is slower in places, but the paladin table really crawls for most of the middle levels by comparison). Since all 5th edition classes have some pretty nifty abilities, the paladin table is a good benchmark to measure by:
Lv1 ... 0
Lv2 ... 2,250
Lv3 ... 4,500
Lv4 ... 9,000
Lv5 ... 18,000
Lv6 ... 36,000
Lv7 ... 75,000
Lv8 ... 150,000
Lv9 ... 300,000
Lv10 ... 600,000
Lv11 ... 900,000
Lv12 ... 1.2mil
Lv13 ... 1.5mil
Lv14 ... 1.8mil
Lv15 ... 2.1mil
Lv16 ... 2.4mil
Lv17 ... 2.7mil
Lv18 ... 3mil
Lv19 ... 3.3mil
Lv20 ... 3.6mil
Now look what happens when we multiply the 5th edition table tenfold:
Lv1 ... 0
Lv2 ... 3,000
Lv3 ... 9,000
Lv4 ... 27,000
Lv5 ... 65,000
Lv6 ... 140,000
Lv7 ... 230,000
Lv8 ... 340,000
Lv9 ... 480,000
Lv10 ... 640,000
Lv11 ... 850,000
Lv12 ... 1mil
Lv13 ... 1.2mil
Lv14 ... 1.4mil
Lv15 ... 1.65mil
Lv16 ... 1.95mil
Lv17 ... 2.25mil
Lv18 ... 2.65mil
Lv19 ... 3.05mil
Lv20 ... 3.55mil
This modified 5th edition table is noticeably slower at low levels, but about the same at high-levels... and when you consider that monsters in 5th edition are worth so much more XP than they are in 2nd edition (a 2e orc is worth, what 7 XP? a 5th edition orc, 100 XP), the difference should dissipate pretty quickly. At any rate, most of the XP in 2nd edition was supposed to come not from monsters, but from story awards ad-hoc'd by the DM; or, optionally, from the old 1st edition "1 XP awarded per 1 GP of treasure found" (which the 2nd edition DMG only mentioned in passing, and strongly discouraged because it might make the DM "tend to give out too much treasure", but of course everyone knew that grognards from the 1e/basic days would keep on using that rule anyway because it's damned good game-design).
So here's what I'm probably going to do: I'm going to use this x10 XP table here, awarding the full amount given in 5th edition for monsters slain, and also 1 XP for every 1 SP (since my games use a silver standard, not a gold standard) of treasure that they recover from the dungeon. That should pace the game just about perfectly for my tastes. Will 3rd level drag for a bit? Yeah, probably, but that's just when the player characters are supposed to be coming into their own as Big Damn Heroes, with their newly chosen sub-class and what-not, so that doesn't bother me at all.
Lv1 ... 0
Lv2 ... 2,250
Lv3 ... 4,500
Lv4 ... 9,000
Lv5 ... 18,000
Lv6 ... 36,000
Lv7 ... 75,000
Lv8 ... 150,000
Lv9 ... 300,000
Lv10 ... 600,000
Lv11 ... 900,000
Lv12 ... 1.2mil
Lv13 ... 1.5mil
Lv14 ... 1.8mil
Lv15 ... 2.1mil
Lv16 ... 2.4mil
Lv17 ... 2.7mil
Lv18 ... 3mil
Lv19 ... 3.3mil
Lv20 ... 3.6mil
Now look what happens when we multiply the 5th edition table tenfold:
Lv1 ... 0
Lv2 ... 3,000
Lv3 ... 9,000
Lv4 ... 27,000
Lv5 ... 65,000
Lv6 ... 140,000
Lv7 ... 230,000
Lv8 ... 340,000
Lv9 ... 480,000
Lv10 ... 640,000
Lv11 ... 850,000
Lv12 ... 1mil
Lv13 ... 1.2mil
Lv14 ... 1.4mil
Lv15 ... 1.65mil
Lv16 ... 1.95mil
Lv17 ... 2.25mil
Lv18 ... 2.65mil
Lv19 ... 3.05mil
Lv20 ... 3.55mil
This modified 5th edition table is noticeably slower at low levels, but about the same at high-levels... and when you consider that monsters in 5th edition are worth so much more XP than they are in 2nd edition (a 2e orc is worth, what 7 XP? a 5th edition orc, 100 XP), the difference should dissipate pretty quickly. At any rate, most of the XP in 2nd edition was supposed to come not from monsters, but from story awards ad-hoc'd by the DM; or, optionally, from the old 1st edition "1 XP awarded per 1 GP of treasure found" (which the 2nd edition DMG only mentioned in passing, and strongly discouraged because it might make the DM "tend to give out too much treasure", but of course everyone knew that grognards from the 1e/basic days would keep on using that rule anyway because it's damned good game-design).
So here's what I'm probably going to do: I'm going to use this x10 XP table here, awarding the full amount given in 5th edition for monsters slain, and also 1 XP for every 1 SP (since my games use a silver standard, not a gold standard) of treasure that they recover from the dungeon. That should pace the game just about perfectly for my tastes. Will 3rd level drag for a bit? Yeah, probably, but that's just when the player characters are supposed to be coming into their own as Big Damn Heroes, with their newly chosen sub-class and what-not, so that doesn't bother me at all.
