turnip_farmer
Adventurer
It's worth noting that halving the XP will significantly slow advancement. Below is a table of the standard XP progression for 5e. The 'speed' number is just calculated by dividing the XP needed to advance to the next level by the XP budget for a medium encounter.My latest 5e campaign (set in Damara/Blodstone Lands, 1359 DR) is a multi-group sandbox game which started in August 2020. I use standard 5e XP with a lot of lower CR monsters, which gives a rather sedate advancement rate. Currently PCs are in the 3rd-6th range (I currently start new PCs at 3rd). In order to keep the progression rate about the same and allow for long term play, I'm planning to halve XP awards for PCs at 11th+ level. I was wondering if anyone else has done this and how did it work out?
Level | Speed |
1 | 6,00 |
2 | 6,00 |
3 | 12,00 |
4 | 15,20 |
5 | 15,00 |
6 | 15,00 |
7 | 14,67 |
8 | 15,56 |
9 | 14,55 |
10 | 17,50 |
11 | 9,38 |
12 | 10,00 |
13 | 9,09 |
14 | 10,00 |
15 | 10,71 |
16 | 9,38 |
17 | 10,26 |
18 | 9,52 |
19 | 10,20 |
Now, it's clear that, with the standard XP table, things go faster after that pause at 10th level, but if you just halve XP, things will really slow down after 10th level:
11 | 18,75 |
12 | 20,00 |
13 | 18,18 |
14 | 20,00 |
15 | 21,43 |
16 | 18,75 |
17 | 20,51 |
18 | 19,05 |
19 | 20,41 |
All the levels after 10th will take a bit longer than 10th level did. If that's what you want, then fine. But if you want advancement to proceed at the same rate as it does for the mid-levels; you want to hand out 75% of the XP, instead of half. This gives you a speed of about 15 each level.