Lorehead
First Post
Alternative XP
In another thread, I pointed out problems with someone else’s XP rules. I try to avoid doing that without presenting a solution, but this was sufficiently divergent as to need a separate topic.
The Coda rules inspired this system. Designers who wish to use an alternative advancement system have my permission to use or adapt this one if they want (and to give credit
), rather than, say, adding 100 to every value.
If someone else had this idea already, I’m not aware of it and would appreciate a link.
This system is essentially identical to the one in the book, with only a few exceptions. (For example, a 4th-level party which overcomes a CR 11 challenge should receive 14,400 XP under the formula used at every other level, but only receives 12,800. I have not attempted to duplicate any of these oddities.)
What's a Level: For the purposes of these rules, “level” always means effective character level (ECL).
Cost to Advance: Whenever you earn 1,000 experience, you gain a level. You therefore reach second level at 2,000 experience, third level at 3,000 experience and so on.
Experience Penalties: Divide all fixed experience penalties by the character’s level.
Story Awards: Divide all fixed experience awards by the character’s level.
Losing a Level: Characters who lose a level also lose 1,000 experience.
Converting to the New Rules: Subtract the experience cost to reach your level from your total experience. Divide the difference by your level. Add 1,000 experience per level. This is your new experience.
Penalties for Multi-Classing: Don’t use favored classes in a new OGL game. If the game does use these rules, you take a 200 xp penalty for each class that violates them. These penalties stack. They never cause level loss, but they do delay you from reaching higher levels. If you later bring one of your classes back into parity, the penalty for it goes away.
Experience Awards by Level:
Use the following table for all character levels, including levels 1 and 2 and epic levels.
Look up the appropriate award for each character who participated in the encounter, based on that character’s level, then divide by the number of characters who participated. Cohorts, animal companions, special mounts and similar allies who advance based on their master’s level do not count as participants or receive experience. Hirelings and other NPCs who participated in the encounter, but not in the party’s decisions, count as half a character and receive half of this reward.
* Creatures such as this are generally too weak to present an appropriate challenge, even in large numbers. If they do present a real challenge due to the structure of the adventure, grant a story award.
** Creatures such as this are generally too deadly to present an appropriate challenge. If the party does manage to defeat such an opponent, consider the circumstances before deciding how much of an award to grant. No character may earn enough experience to advance more than one level at a time.
Challenge Ratings Below 1: Treat CR 1/2 as -1, CR 1/3 as -2, and so on.
In another thread, I pointed out problems with someone else’s XP rules. I try to avoid doing that without presenting a solution, but this was sufficiently divergent as to need a separate topic.
The Coda rules inspired this system. Designers who wish to use an alternative advancement system have my permission to use or adapt this one if they want (and to give credit

If someone else had this idea already, I’m not aware of it and would appreciate a link.
This system is essentially identical to the one in the book, with only a few exceptions. (For example, a 4th-level party which overcomes a CR 11 challenge should receive 14,400 XP under the formula used at every other level, but only receives 12,800. I have not attempted to duplicate any of these oddities.)
What's a Level: For the purposes of these rules, “level” always means effective character level (ECL).
Cost to Advance: Whenever you earn 1,000 experience, you gain a level. You therefore reach second level at 2,000 experience, third level at 3,000 experience and so on.
Experience Penalties: Divide all fixed experience penalties by the character’s level.
Story Awards: Divide all fixed experience awards by the character’s level.
Losing a Level: Characters who lose a level also lose 1,000 experience.
Converting to the New Rules: Subtract the experience cost to reach your level from your total experience. Divide the difference by your level. Add 1,000 experience per level. This is your new experience.
Penalties for Multi-Classing: Don’t use favored classes in a new OGL game. If the game does use these rules, you take a 200 xp penalty for each class that violates them. These penalties stack. They never cause level loss, but they do delay you from reaching higher levels. If you later bring one of your classes back into parity, the penalty for it goes away.
Experience Awards by Level:
Use the following table for all character levels, including levels 1 and 2 and epic levels.
Look up the appropriate award for each character who participated in the encounter, based on that character’s level, then divide by the number of characters who participated. Cohorts, animal companions, special mounts and similar allies who advance based on their master’s level do not count as participants or receive experience. Hirelings and other NPCs who participated in the encounter, but not in the party’s decisions, count as half a character and receive half of this reward.
Code:
Relative Experience
Challenge Award
[u](CR - Level) [/u]
-8 or less *
-7 25
-6 38
-5 50
-4 75
-3 100
-2 150
-1 200
0 300
+1 450
+2 600
+3 900
+4 1200
+5 1800
+6 2400
+7 3600
+8 or more **
** Creatures such as this are generally too deadly to present an appropriate challenge. If the party does manage to defeat such an opponent, consider the circumstances before deciding how much of an award to grant. No character may earn enough experience to advance more than one level at a time.
Challenge Ratings Below 1: Treat CR 1/2 as -1, CR 1/3 as -2, and so on.