Hrothgar Rannúlfr
Explorer
My "homebrewed" rules for level advancement are "borrowed" from the Dungeon Crawl Classics Role Playing Game.* It just takes their 10 level XP chart and extrapolates it up through 20th level.
Each encounter (or other experience point worthy objective or experience) is worth from zero to 4 experience points per party member. Zero means that the party didn't have any trouble (probably taking little if any damage) and 4 means that the encounter was deadly and at least one party member died and/or the party had to retreat or use out of the box tactics to survive. Two is the average encounter's experience point value.
50 XP are required to advance to 2nd level; 110 for third; 190 for 4th; 290 for 5th; all the way to 4,190 for 20th.
Characters must complete a long rest after earning the requisite XP in order to level up.
They can earn XP through training at about the rate of 1 or 2 XP per year of training, but it's more efficient to level up through adventuring (and less expensive).
Multi-classed characters keep track of XP earned by class, divided as the player sees fit. So, theoretically a 20th level Wizard, 20th level Cleric is possible, but if a player can successfully keep a character alive (or keep bringing them back from the dead) long enough to earn 8,380 XP, they deserve it. Multi-classed characters use the proficiency bonus of their highest levelled class and if there's ever a question as to what abilities stack, assume that most don't. Multi-classed characters will fall behind single-classed characters; it's to be expected when one diversifies, rather than specializes. Multi-classing is something that favors the longer-lived races, as they have more time to develop a variety of talents. Also, I don't worry about ability score pre-requisites for multi-classing... If the character doesn't have the requisite scores, it probably won't work out, anyway. And, if it does (through skillful play), the story will likely be worth it.
Overall, because I use monsters from a variety of editions, homebrewed to my heavily houseruled version of 5E, this XP system works well for me because it's fairly simple. I'm not so much interested in the CR of a specific monster, but the feel of the encounter as a whole.
* Why doesn't our group use the DCC RPG for our main game? In our experience, it was extremely deadly. Last summer, we ran a few hundred zero-level characters through an attempted escape from a prison at the bottom of a dungeon, where escape attempts were permitted, but the consequences were on you (and most of the prisoners were too timid to attempt an escape through such a death trap). We used Gygax's random dungeon from AD&D's DMG... While fun and probably too deadly of an adventure set up for zero-level characters, after having stacks of characters die, we decided to return to our 5E-ified version of AD&D, converting the actual AD&D classes to 5E-ish semblances of themselves and realized that we could do the same with lots of 3X/PF classes, too. So, the game is a mashup of our favorite player options from all editions. Sure, some things are stronger than others, but the DCC RPG XP system helps to balance it all out.
Each encounter (or other experience point worthy objective or experience) is worth from zero to 4 experience points per party member. Zero means that the party didn't have any trouble (probably taking little if any damage) and 4 means that the encounter was deadly and at least one party member died and/or the party had to retreat or use out of the box tactics to survive. Two is the average encounter's experience point value.
50 XP are required to advance to 2nd level; 110 for third; 190 for 4th; 290 for 5th; all the way to 4,190 for 20th.
Characters must complete a long rest after earning the requisite XP in order to level up.
They can earn XP through training at about the rate of 1 or 2 XP per year of training, but it's more efficient to level up through adventuring (and less expensive).
Multi-classed characters keep track of XP earned by class, divided as the player sees fit. So, theoretically a 20th level Wizard, 20th level Cleric is possible, but if a player can successfully keep a character alive (or keep bringing them back from the dead) long enough to earn 8,380 XP, they deserve it. Multi-classed characters use the proficiency bonus of their highest levelled class and if there's ever a question as to what abilities stack, assume that most don't. Multi-classed characters will fall behind single-classed characters; it's to be expected when one diversifies, rather than specializes. Multi-classing is something that favors the longer-lived races, as they have more time to develop a variety of talents. Also, I don't worry about ability score pre-requisites for multi-classing... If the character doesn't have the requisite scores, it probably won't work out, anyway. And, if it does (through skillful play), the story will likely be worth it.
Overall, because I use monsters from a variety of editions, homebrewed to my heavily houseruled version of 5E, this XP system works well for me because it's fairly simple. I'm not so much interested in the CR of a specific monster, but the feel of the encounter as a whole.
* Why doesn't our group use the DCC RPG for our main game? In our experience, it was extremely deadly. Last summer, we ran a few hundred zero-level characters through an attempted escape from a prison at the bottom of a dungeon, where escape attempts were permitted, but the consequences were on you (and most of the prisoners were too timid to attempt an escape through such a death trap). We used Gygax's random dungeon from AD&D's DMG... While fun and probably too deadly of an adventure set up for zero-level characters, after having stacks of characters die, we decided to return to our 5E-ified version of AD&D, converting the actual AD&D classes to 5E-ish semblances of themselves and realized that we could do the same with lots of 3X/PF classes, too. So, the game is a mashup of our favorite player options from all editions. Sure, some things are stronger than others, but the DCC RPG XP system helps to balance it all out.