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Old 12-12-2022, 11:13 AM   #11
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Flatter XP curve

Quote:
Originally Posted by Shostak View Post
If you radically changed XP/progression by making the cost of a new attribute the attributes new value, you would flatten the progression curve while still making it harder to raise higher attributes relative to lower ones. You'd probably want to limit XP per session to 2-4 points. Characters could progress to 40+ points much more quickly than by using RAW advancement.
I'm going to give the one that I suggested a try. I tried the 100 XP increase for every attribute. That's simply too fast unless you limit each session to 40-50 XP earned or less. Doubling it for each attribute after 38 at 1,000 XP is also ridiculous.

Taking that approach also promotes some compatibility with the GMs of other games especially if they stick to RAW.
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Old 12-19-2022, 01:44 PM   #12
Helborn
 
Join Date: Aug 2005
Default Re: Flatter XP curve

I have used a Fibonacci sequence once four digits are reached. It allows for a slower ramp up but with the same idea of making high levels extremely expensive:

below 35 100 pts each
35: 200
36: 300
37: 600
38: 1,000 (base)
39: 1,000 (1+0*1000)
40: 2,000 (1+1*1000)
41: 3,000 (1+2*1000)
42: 5,000 (2+3*1000)
43: 8,000 (3+5*1000)
44: 13,000 (5+8*1000)
45: 21,000 (8+13*1000)

etc. just keep adding the two numbers above to get the next in the sequence.
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Old 12-22-2022, 01:22 PM   #13
Petrovski101
 
Join Date: Sep 2020
Default Re: Flatter XP curve

For my game, I track experience points per stat, talent points and power (for the Wizard Staff spell).

1 XP = 1 Hour of play. So, +10 in the table below means 10 XP (10 hours of play).

I start my player characters at 30 points (level 0). Each time they check off a box, their "level" goes up by one (level 1 = 31 points, level 2 = 32 points, etc...)

This keeps things really simple. If the GM feels the party didn't really do much that evening to warrant much advancement, dole out 1 XP for every 2 hours. Season to taste.

To raise a PC's ST 1 point from its starting value, it takes 10 hours of game time. To raise it another point, it takes another 15 hours of game time. Our evening games rarely last longer than 5 hours so that's at least two weeks to bump ST up one, three more weeks to bump it up again. Adjust as needed...


EXPERIENCE TABLE
__ST__|__DX__|__IQ__|__TAL_|_PWR_
+10 □ |+10 □ |+10 □ |+10 □ |+10 □
+15 □ |+15 □ |+15 □ |+10 □ |+10 □
+20 □ |+20 □ |+20 □ |+10 □ |+10 □
+25 □ |+25 □ |+25 □ |+10 □ |+10 □
+30 □ |+30 □ |+30 □ |+15 □ |+15 □
+35 □ |+35 □ |+35 □ |+15 □ |+15 □
+40 □ |+40 □ |+40 □ |+15 □ |+15 □
+45 □ |+45 □ |+45 □ |+15 □ |+15 □
+50 □ |+50 □ |+50 □ |+20 □ |+20 □
+55 □ |+55 □ |+55 □ |+20 □ |+20 □
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Old 12-28-2022, 06:18 PM   #14
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Flatter XP curve

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Originally Posted by Helborn View Post
I have used a Fibonacci sequence
Fibonacci asymptotes to XP=exp(0.48*attributes). It's not that different to Legacy, where the constant is 0.69, and much harsher than Classic, where it's 0.14. So this isn't a huge change.

I remain convinced exponentiation is mostly something that should happen just before the character is retired or the campaign ends, if then.
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Old 01-03-2023, 07:56 PM   #15
Helborn
 
Join Date: Aug 2005
Default Re: Flatter XP curve

Quote:
Originally Posted by David Bofinger View Post
Fibonacci asymptotes to XP=exp(0.48*attributes). It's not that different to Legacy, where the constant is 0.69, and much harsher than Classic, where it's 0.14. So this isn't a huge change.
I remain convinced exponentiation is mostly something that should happen just before the character is retired or the campaign ends, if then.

While I agree that it doesn't make much difference at higher levels, it does allow for a flatter beginning - which is where most play is.
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