CapnZapp
Legend
Hello again.
To counter the issue of "hey, I found a really neat sword. Let's sell it to level up much quicker" I first considered clumsy store credit or new currency.
A much better solution is to increase the xp requirements (and the loot rewards). At first I considered doubling them. This makes each gold (gained from selling the item) half as valuable (since you need twice as much xp to level up).
Nothing really changes. Except buying stuff (instead of xp) becomes more interesting, and selling stuff (for xp) becomes less so.
You still gain a level for defeating (and looting) exactly the same number of foes as before (and as in the core rulebook system), so nothing changes in that regard.
In the end, I settled for going half the way: Increasing them by 50%. I hope that's a useful compromise.
This yields the following XP requirements and monster loot tables. None of the "four-man default" nonsense. These tables are for EACH adventurer and EACH monster.
level 1 -
level 2: 15 XP
level 3: 45
level 4: 90
level 5: 165
level 6: 285
level 7: 480
level 8: 750
level 9: 1125
level 10: 1650
level 11: 2400
level 12: 3450
level 13: 4950
level 14: 7200
level 15: 10650
level 16: 15000
level 17: 22500
level 18: 34500
level 19: 52500
level 20: 82500
Reminder: don't reset your XP to zero each time you level up. In order to go from level 12 to 13, say, you need 1500 gold. You start level 12 at 3450 XP, and you need 1500 XP to reach 4950 XP.
monster level -1: 0,75 gold (75 cp)
monster level 0: 1,5 gold (15 sp)
monster level 1: 3 gp
monster level 2: 6 gp
monster level 3: 9 gp
monster level 4: 15 gp
monster level 5: 24 gp
monster level 6: 39 gp
monster level 7: 54 gp
monster level 8: 75 gp
monster level 9: 105 gp
monster level 10: 150 gp
monster level 11: 210 gp
monster level 12: 300 gp
monster level 13: 450 gp
monster level 14: 690 gp
monster level 15: 870 gp
monster level 16: 1500 gp
monster level 17: 2400 gp
monster level 18: 3600 gp
monster level 19: 6000 gp
monster level 20: 10500 gp
So just to make a quick check, let's say you and your three friends (all level 17) battle an endless stream of level 17 monsters.
Each one drops 2400 gold, which is 600 gp per hero. After defeating twenty of these (two at a time if you like) you each have 12000 XP if you buy nothing but xp. You start level 17 at 22500 XP and thus end up at 34500 XP, which is EXACTLY what you need to level up.
So the system does not change the speed of leveling, assuming you're content with the item drops the adventure provides.
Link to corresponding thread over at the Paizo forums:
https://paizo.com/threads/rzs42n8e?XP-for-Gold
To counter the issue of "hey, I found a really neat sword. Let's sell it to level up much quicker" I first considered clumsy store credit or new currency.
A much better solution is to increase the xp requirements (and the loot rewards). At first I considered doubling them. This makes each gold (gained from selling the item) half as valuable (since you need twice as much xp to level up).
Nothing really changes. Except buying stuff (instead of xp) becomes more interesting, and selling stuff (for xp) becomes less so.
You still gain a level for defeating (and looting) exactly the same number of foes as before (and as in the core rulebook system), so nothing changes in that regard.
In the end, I settled for going half the way: Increasing them by 50%. I hope that's a useful compromise.
This yields the following XP requirements and monster loot tables. None of the "four-man default" nonsense. These tables are for EACH adventurer and EACH monster.
level 1 -
level 2: 15 XP
level 3: 45
level 4: 90
level 5: 165
level 6: 285
level 7: 480
level 8: 750
level 9: 1125
level 10: 1650
level 11: 2400
level 12: 3450
level 13: 4950
level 14: 7200
level 15: 10650
level 16: 15000
level 17: 22500
level 18: 34500
level 19: 52500
level 20: 82500
Reminder: don't reset your XP to zero each time you level up. In order to go from level 12 to 13, say, you need 1500 gold. You start level 12 at 3450 XP, and you need 1500 XP to reach 4950 XP.
monster level -1: 0,75 gold (75 cp)
monster level 0: 1,5 gold (15 sp)
monster level 1: 3 gp
monster level 2: 6 gp
monster level 3: 9 gp
monster level 4: 15 gp
monster level 5: 24 gp
monster level 6: 39 gp
monster level 7: 54 gp
monster level 8: 75 gp
monster level 9: 105 gp
monster level 10: 150 gp
monster level 11: 210 gp
monster level 12: 300 gp
monster level 13: 450 gp
monster level 14: 690 gp
monster level 15: 870 gp
monster level 16: 1500 gp
monster level 17: 2400 gp
monster level 18: 3600 gp
monster level 19: 6000 gp
monster level 20: 10500 gp
So just to make a quick check, let's say you and your three friends (all level 17) battle an endless stream of level 17 monsters.
Each one drops 2400 gold, which is 600 gp per hero. After defeating twenty of these (two at a time if you like) you each have 12000 XP if you buy nothing but xp. You start level 17 at 22500 XP and thus end up at 34500 XP, which is EXACTLY what you need to level up.
So the system does not change the speed of leveling, assuming you're content with the item drops the adventure provides.

Link to corresponding thread over at the Paizo forums:
https://paizo.com/threads/rzs42n8e?XP-for-Gold