my version of the xp chart

borble

First Post
Code:
Lvl           xp needed
2                  1000  
3                  3000
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
In order to level you need to “spend” your xp, so that you have near to nothing after leveling.

what do you think?
 
Last edited:

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Before we can evaluate your new XP chart we'd need to know why you're not using the standard one.

However, my immediate response would be:

Given that this is quite nearly twice as slow as the default chart, why not make it easy on your players and just reduce XP awards by half instead?
 

this, gives more rewarding fealings when you lvl, and makes the game a bit slower.
as of now, we are still "spending" xp when we lvl and using the normal chart with it, but that takes to long, and makes you epic at about lvl 12 (as in, it takes forever to lvl).

ofcorse, we cut the gold in 1/2 to stop over achevment.
thanks
ben
 




Yea, I see this as a bit odd. If you want to level slower, just give less XP. One way my DM did it was to limit the amount of xp you could get in a session to 1/4 of the total xp needed to get to the next level. That may not come across correctly, but basically, when you first started the campaign, at first, the most xp you could get per session was 250. That means that IF you got maximum experience every single session, it would still take 4 sessions to level up.

One way that I have used before, is an xp-less system. I decide when the players level, usually at the same time, but occasionally, if one has died, or made a lot of magical equipment, then they level a few sessions afterward. This also gets rid of the desire of some players to go out and kill a bunch of stuff just to level.

My two scents -- Licorice and Cookies.
 

I've always thought a good xp chart would be something like, you need X xp to level, and facing an equal CR challenge should give you X/10 xp (though if you wanted to stick to the recommended number of encounters per level, you could go with X/13.33 or whatever it is). Needing more and more xp to level in a system where xp awards go up as you level just seems sloppy to me.
 

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