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<blockquote data-quote="Stormhound" data-source="post: 4314599" data-attributes="member: 22628"><p><strong><em>See bottom of post for PDF of XP table</em></strong></p><p><strong><em><span style="color: Lime">Version 1.1 update, 7/2/08, now with advice on altering treasure rates</span></em></strong></p><p></p><p>One of the things that's itching me the more I think about it is the rush to endgame that I see on the experience tables. Granted, I'm originally from the Old School, but it seems to me like it should be a heck of a lot more work to get from 29th to 30th level, timewise, than it was getting from 1st to 2nd. Maybe I'm just silly, but I kind of think that "epic" levels should be just that, epic, not some mad rush toward 30th and retirement/godhood. As is, if a PC faces 303 normal (not minion, elite, or solo) monsters of whatever their level is at the time, they'll make it from 1st to 30th. That number drops when you include quest bonuses, and even more if the GM awards XP for much of anything else. I know we're a society in a hurry to get somewhere, but whatever happened to taking some time to enjoy the trip?</p><p></p><p>With that thought in mind, I present an advancement table which goes well in the other direction (to leave room in the middle for those who like the idea but think it's a bit much), and which keeps early advancement still fairly quick while slowing down epic levels quite a bit. After all, they've got all those megapowers, they might as well have some time to enjoy them, eh?</p><p></p><p>[code]XP Table </p><p>[U]Level XP Enc/Lvl[/U]</p><p> 1 0 15</p><p> 2 1,500 16</p><p> 3 3,500 20</p><p> 4 6,500 26</p><p>[U] 5 11,000 33[/U]</p><p> 6 17,500 36</p><p> 7 26,500 40</p><p> 8 38,500 44</p><p> 9 54,000 50</p><p>[U] 10 74,000 52[/U]</p><p> 11 100,000 57</p><p> 12 134,000 63</p><p> 13 178,000 70</p><p> 14 234,000 71</p><p>[U] 15 305,000 76[/U]</p><p> 16 396,000 83</p><p> 17 512,000 91</p><p> 18 658,000 91</p><p> 19 839,000 92</p><p>[U] 20 1,060,000 97[/U]</p><p> 21 1,330,000 103</p><p> 22 1,660,000 96</p><p> 23 2,060,000 96</p><p> 24 2,550,000 100</p><p>[U] 25 3,150,000 114[/U]</p><p> 26 3,950,000 117</p><p> 27 5,000,000 123</p><p> 28 6,350,000 127</p><p> 29 8,000,000 133</p><p> 30 10,000,000 (2,132 total)</p><p>[/code]</p><p></p><p><strong>Enc/Lvl</strong>: Number of encounters (or encounter-equivalent XP items) of the current level required to reach the next level. (In 4e standard rules, this is always 10.)</p><p></p><p>The thing I like about this, aside from prolonging higher levels, is that it leaves lots of leeway for any other XP bonuses I wish to include (such as for RP, ideas, and so on). For those to whom 10M seems too much, the PDF also includes tables for 5M (1115 encounters) and 2M (508).</p><p></p><p>Let the outraged howls of righteous indignation begin. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Stormhound, post: 4314599, member: 22628"] [B][I]See bottom of post for PDF of XP table[/I][/B] [B][I][COLOR="Lime"]Version 1.1 update, 7/2/08, now with advice on altering treasure rates[/COLOR][/I][/B] One of the things that's itching me the more I think about it is the rush to endgame that I see on the experience tables. Granted, I'm originally from the Old School, but it seems to me like it should be a heck of a lot more work to get from 29th to 30th level, timewise, than it was getting from 1st to 2nd. Maybe I'm just silly, but I kind of think that "epic" levels should be just that, epic, not some mad rush toward 30th and retirement/godhood. As is, if a PC faces 303 normal (not minion, elite, or solo) monsters of whatever their level is at the time, they'll make it from 1st to 30th. That number drops when you include quest bonuses, and even more if the GM awards XP for much of anything else. I know we're a society in a hurry to get somewhere, but whatever happened to taking some time to enjoy the trip? With that thought in mind, I present an advancement table which goes well in the other direction (to leave room in the middle for those who like the idea but think it's a bit much), and which keeps early advancement still fairly quick while slowing down epic levels quite a bit. After all, they've got all those megapowers, they might as well have some time to enjoy them, eh? [code]XP Table [U]Level XP Enc/Lvl[/U] 1 0 15 2 1,500 16 3 3,500 20 4 6,500 26 [U] 5 11,000 33[/U] 6 17,500 36 7 26,500 40 8 38,500 44 9 54,000 50 [U] 10 74,000 52[/U] 11 100,000 57 12 134,000 63 13 178,000 70 14 234,000 71 [U] 15 305,000 76[/U] 16 396,000 83 17 512,000 91 18 658,000 91 19 839,000 92 [U] 20 1,060,000 97[/U] 21 1,330,000 103 22 1,660,000 96 23 2,060,000 96 24 2,550,000 100 [U] 25 3,150,000 114[/U] 26 3,950,000 117 27 5,000,000 123 28 6,350,000 127 29 8,000,000 133 30 10,000,000 (2,132 total) [/code] [B]Enc/Lvl[/B]: Number of encounters (or encounter-equivalent XP items) of the current level required to reach the next level. (In 4e standard rules, this is always 10.) The thing I like about this, aside from prolonging higher levels, is that it leaves lots of leeway for any other XP bonuses I wish to include (such as for RP, ideas, and so on). For those to whom 10M seems too much, the PDF also includes tables for 5M (1115 encounters) and 2M (508). Let the outraged howls of righteous indignation begin. ;) [/QUOTE]
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