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<blockquote data-quote="the Jester" data-source="post: 9552350" data-attributes="member: 1210"><p>I have been re-thinking xp some more. </p><p></p><p>First of all, if I give flat xp based on encounter difficulty, one of the main reasons for escalating numbers of xp required to advance- higher xp values for higher level foes- goes away. So does the number of xp required per level really need to climb? </p><p></p><p>I do want higher levels to take longer, but should (f'rex) 5th level take five times as long as first level?</p><p></p><p>So I am thinking about something like this:</p><p></p><p>Level- XP</p><p>1- 0 to 999</p><p>2- 1,000 to 1,999</p><p>3- 2,000 to 3,999</p><p>4- 4,000 to 5,999</p><p>5- 6,000 to 8,999</p><p>6- 9,000 to 11,999</p><p>7- 12,000 to 15,999</p><p>8- 16,000 to 19,999</p><p>9- 20,000 to 24,999</p><p>10- 25,000 and up</p><p></p><p>I'm not sold on the exact numbers yet but something like that.</p><p></p><p>Second, in setting how many xp a combat (or other xp-worthy thing) is worth, I need to decide how many of that thing should get a character a level when they are at the lowest xp tier and base the value on that. For instance, if the pcs don't do anything worth gaining xp other than roleplay, I feel like it should take ten sessions to go from first to second level, so rp xp should be roughly 100 per session.</p><p></p><p>So- what all do I want to give xp for? </p><p></p><p>Obviously, combat.</p><p></p><p>Roleplaying- I have a system for this, which I will detail in the next post.</p><p></p><p>Accomplishing goals and finishing adventures.</p><p></p><p>Also, I am a big fan of mixed level play, but in most systems, the way the xp charts are set up helps lower level pcs catch up. I want a mechanism for this, which I've already kind of worked up (again, details in the next post).</p></blockquote><p></p>
[QUOTE="the Jester, post: 9552350, member: 1210"] I have been re-thinking xp some more. First of all, if I give flat xp based on encounter difficulty, one of the main reasons for escalating numbers of xp required to advance- higher xp values for higher level foes- goes away. So does the number of xp required per level really need to climb? I do want higher levels to take longer, but should (f'rex) 5th level take five times as long as first level? So I am thinking about something like this: Level- XP 1- 0 to 999 2- 1,000 to 1,999 3- 2,000 to 3,999 4- 4,000 to 5,999 5- 6,000 to 8,999 6- 9,000 to 11,999 7- 12,000 to 15,999 8- 16,000 to 19,999 9- 20,000 to 24,999 10- 25,000 and up I'm not sold on the exact numbers yet but something like that. Second, in setting how many xp a combat (or other xp-worthy thing) is worth, I need to decide how many of that thing should get a character a level when they are at the lowest xp tier and base the value on that. For instance, if the pcs don't do anything worth gaining xp other than roleplay, I feel like it should take ten sessions to go from first to second level, so rp xp should be roughly 100 per session. So- what all do I want to give xp for? Obviously, combat. Roleplaying- I have a system for this, which I will detail in the next post. Accomplishing goals and finishing adventures. Also, I am a big fan of mixed level play, but in most systems, the way the xp charts are set up helps lower level pcs catch up. I want a mechanism for this, which I've already kind of worked up (again, details in the next post). [/QUOTE]
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