12-12-2022, 11:13 AM | #11 | |
Join Date: Dec 2021
Location: Indiana
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Re: Flatter XP curve
Quote:
Taking that approach also promotes some compatibility with the GMs of other games especially if they stick to RAW. |
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12-19-2022, 01:44 PM | #12 |
Join Date: Aug 2005
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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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Helborn |
12-22-2022, 01:22 PM | #13 |
Join Date: Sep 2020
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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 □ |
12-28-2022, 06:18 PM | #14 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Flatter XP curve
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. |
01-03-2023, 07:56 PM | #15 | |
Join Date: Aug 2005
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Re: Flatter XP curve
Quote:
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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