Primitive Screwhead
First Post
Hello again!
I have been prepping for a hex-crawl exploration using random generation for content for the OLD system. I cheated and grabbed an online database of 3x monsters and ran a simple conversion process (OLD attributes = 1/2 of DnD attributes). I still need to scrub and clean up the list to add damage and special attacks.. but that is a story for another thread.
What I am working on right now is the XP values.. which is pretty straight forward, and the companion 'level' calculation.. which is not.
I am a fan of algebra/math expressions instead of charts, mainly because I program computers for a living. So looking at the XP chart started giving me a headache.
The current chart gets its values with a stepped increase, stepped on every odd level. From 1 to 2 and 2 to 3 is an increase of 50; 3-4 and 4-5 is 100, 5-6 and 6-7 is 200, etc..
That is impossible to reverse engineer an equation that calculates the level based on the XP.
I would prefer a linear progression based on 1.5 times the previous levels minimum XP value, starting at 67 XP for zero level. This closely matches the current table
WIth this table, all I need is someone better at math than I am to reverse the equation
I have been prepping for a hex-crawl exploration using random generation for content for the OLD system. I cheated and grabbed an online database of 3x monsters and ran a simple conversion process (OLD attributes = 1/2 of DnD attributes). I still need to scrub and clean up the list to add damage and special attacks.. but that is a story for another thread.
What I am working on right now is the XP values.. which is pretty straight forward, and the companion 'level' calculation.. which is not.
I am a fan of algebra/math expressions instead of charts, mainly because I program computers for a living. So looking at the XP chart started giving me a headache.
The current chart gets its values with a stepped increase, stepped on every odd level. From 1 to 2 and 2 to 3 is an increase of 50; 3-4 and 4-5 is 100, 5-6 and 6-7 is 200, etc..
That is impossible to reverse engineer an equation that calculates the level based on the XP.
I would prefer a linear progression based on 1.5 times the previous levels minimum XP value, starting at 67 XP for zero level. This closely matches the current table
Code:
0 67
1 101
2 150
3 225
4 300
5 450
6 600
7 900
8 1,200
9 1,800
10 2,400
11 3,600
12 4,800
13 7,200
14 9,600
15 14,400
16 19,200
WIth this table, all I need is someone better at math than I am to reverse the equation
