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After playing a bit with the xp tables i figured that the fast table worked better if i increased the xp value required. it fits now with the budget given to make up a encounter.
see the list below:
that fits exactly with the medium table
1 0
2 1500
3 3500
4 6500
5 10500
6 16500
7 24500
8 36500
9 51500
10 76500
11 109000
12 156500
13 221500
14 316500
15 444000
16 649000
17 899000
18 1274000
19 1799000
20 2549000

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I haven't looked that closely at it. Can you explain what was wrong with the table and why it needed fixing?
sorry the values above are wrong... the actual values should be
1 0
2 1300
3 3250
4 5850
5 9750
6 14950
7 22750
8 33150
9 48750
10 68250
11 100750
12 143000
13 204750
14 289250
15 412750
16 578500
17 845000
18 1170000
19 1657500
20 2340000
21 3315000

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I haven't looked that closely at it. Can you explain what was wrong with the table and why it needed fixing?
wel the table for slow and fast can not be generated using any formula. basically it seems to me that they were create using the formula i used to generate the above one and changed to look less broken and more even numbers.
the number of encounters to level from one level to the next for fast is 13, 20 for medium and 30 for slow

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I haven't looked that closely at it. Can you explain what was wrong with the table and why it needed fixing?
using the formula provided by one of the guys in the alpha forums you can generate the medium table using excel ( and it is spot on) for reference the formula is here : =ROUND((2000 * (2^FLOOR(A3/2,1) - 1) + 3000 * (2^FLOOR((A3-1)/2,1) - 1))/10^(FLOOR(SQRT(A3-1),1)+1)*2,0)/2*10^(FLOOR(SQRT(A3-1),1)+1)

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I haven't looked that closely at it. Can you explain what was wrong with the table and why it needed fixing?
this is how you do it.
get the next level xp minus the next level xp divided by 20
see the seeds values below
0 100
2000 150
5000 200
9000 300
15000 400
23000 600
35000 800
51000 1200
75000 1500
105000 2500
155000 3250
220000 4750
315000 6500
445000 9500
635000 12750
890000 20500
1300000 25000
1800000 37500
2550000 52500
3600000 75000

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Just to clear things up a bit...
Yes, we did do some rounding to make the table look a bit nicer.
Jason Bulmahn
Lead Designer
Paizo Publishing
ah! ok... i was trying like mad trying to get the values to match (making a home brew game to play around with c#)
I am making a character generator and arena game to pass time and i wanted to have nothing hard coded as i thought all the values were created from formulas.

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Jason Bulmahn wrote:Just to clear things up a bit...
Yes, we did do some rounding to make the table look a bit nicer.
Jason Bulmahn
Lead Designer
Paizo Publishingah! ok... i was trying like mad trying to get the values to match (making a home brew game to play around with c#)
I am making a character generator and arena game to pass time and i wanted to have nothing hard coded as i thought all the values were created from formulas.
do you mind if i post how to generate the actual values here?

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well... to generate the other tables you need to do the following
using the seed table (on post above) you need to multiply the first seed value by the number of encouters. which for fast is 13
for level 2 then you need 1300 (13 * 100)
for the next level you need to do use the next formula
L = last level
S = level seed
13 = number of encounters to level
(S * 13) + L
that will give you the list posted on one of the thread above.
but for the sake of showing you know here is the next number
3250
(150 * 13) + 1300
do that all the way to 20.
if you want to levels after 20 use the excel formula posted before to generate the medium table all the way to 31 for example. then generate the seed values for the levels and use the formula above to generate the XP values for the fast and slow methods.
and to keep in line with the book you can manually round to values to the best fitting number if you want.