paizo.com Recent Posts in Nonlinear XPpaizo.com Recent Posts in Nonlinear XP2019-09-05T04:47:26Z2019-09-05T04:47:26ZRe: Forums: Homebrew and House Rules: Nonlinear XPSteve Geddeshttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#82019-09-07T04:54:01Z2019-09-07T04:54:01Z<p>I'd definitely base it on their preferences (I track experience as DM in our games so this is a nonissue for me).</p>I'd definitely base it on their preferences (I track experience as DM in our games so this is a nonissue for me).Steve Geddes2019-09-07T04:54:01ZRe: Forums: Homebrew and House Rules: Nonlinear XPTender Tendrilshttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#72019-09-07T04:26:01Z2019-09-07T04:26:01Z<div class="messageboard-quotee">Steve Geddes wrote:</div><blockquote> You could start at 800xp for first level and increase it by 40 (or whatever rate suited you) each level - not sure if the five-six “jump” might lead to a feeling of lagging advancement there but if so, this change would smooth it out a bit. </blockquote><p>I've been considering that, but was worried it might complicate things a bit for my players (I'll whack together a table though and see how I feel about it)Steve Geddes wrote:You could start at 800xp for first level and increase it by 40 (or whatever rate suited you) each level - not sure if the five-six “jump” might lead to a feeling of lagging advancement there but if so, this change would smooth it out a bit.
I've been considering that, but was worried it might complicate things a bit for my players (I'll whack together a table though and see how I feel about it)Tender Tendrils2019-09-07T04:26:01ZRe: Forums: Homebrew and House Rules: Nonlinear XPSteve Geddeshttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#62019-09-06T07:40:59Z2019-09-06T07:40:59Z<p>You could start at 800xp for first level and increase it by 40 (or whatever rate suited you) each level - not sure if the five-six “jump” might lead to a feeling of lagging advancement there but if so, this change would smooth it out a bit.</p>You could start at 800xp for first level and increase it by 40 (or whatever rate suited you) each level - not sure if the five-six “jump” might lead to a feeling of lagging advancement there but if so, this change would smooth it out a bit.Steve Geddes2019-09-06T07:40:59ZRe: Forums: Homebrew and House Rules: Nonlinear XPThe Rot Grub (alias of ronaldsf)https://paizo.com/threads/rzs42r6o?Nonlinear-XP#52019-09-05T19:17:22Z2019-09-05T19:17:22Z<div class="messageboard-quotee">Tender Tendrils wrote:</div><blockquote><p> So, I am quite fond of PF2s experience system, though I would like my group to take longer to level up as they progress to higher levels, so - do you all think this would work?</p>
<p>Essentially, it would just be a case of switching to slower xp advancements speeds as the party progresses.</p>
<p>Levels 1-5: Fast Advancement (800 xp)
<br />
Levels 6-10: Normal Advancement (1000 xp)
<br />
Levels 11-15: Slow Advancement (1200 xp)
<br />
Levels 16-20: Very Slow Advancement (1400 xp)</p>
<p>Would the 16-20 levels be too slow? The 1-5s too fast? Thoughts?</p>
<p></blockquote><p>Sounds like only you know best what you're going for.
<p>I rather liked how AD&D generally doubled the XP needed at each level until you reached 'Name Level'. But it also came with the expectation that you 'leveled out' at a different (and lower) end place. Don't know if my players would tolerate that.</p>
<p>Do know that since Moderate encounters give you 80xp that you are expected to go through 10 to 12 encounters to level up. While this is comparable to the "Fast XP" track in PF1, in reality your party will be going through more tough fights, since the expectation now is that you regain more party resources in between encounters. (A moderate encounter would've counted as a very hard encounter (Average Party Level +2) in PF1 under the old math.)</p>
<p>I rather like how the 1000XP system makes it so easy to adjust the advancement rate! It's nifty.</p>Tender Tendrils wrote:So, I am quite fond of PF2s experience system, though I would like my group to take longer to level up as they progress to higher levels, so - do you all think this would work?
Essentially, it would just be a case of switching to slower xp advancements speeds as the party progresses.
Levels 1-5: Fast Advancement (800 xp)
Levels 6-10: Normal Advancement (1000 xp)
Levels 11-15: Slow Advancement (1200 xp)
Levels 16-20: Very Slow Advancement (1400 xp)
Would the 16-20...The Rot Grub (alias of ronaldsf)2019-09-05T19:17:22ZRe: Forums: Homebrew and House Rules: Nonlinear XPDavid knott 242https://paizo.com/threads/rzs42r6o?Nonlinear-XP#42019-09-05T16:49:41Z2019-09-05T16:49:41Z<p>Since XP reset at each level, you can decide each level how many XP are needed for the next one. If the party reaches a new level and you are dissatisfied with how slowly or quickly they reached that level, you can immediately set the XP value required for the next level accordingly.</p>Since XP reset at each level, you can decide each level how many XP are needed for the next one. If the party reaches a new level and you are dissatisfied with how slowly or quickly they reached that level, you can immediately set the XP value required for the next level accordingly.David knott 2422019-09-05T16:49:41ZRe: Forums: Homebrew and House Rules: Nonlinear XPTender Tendrilshttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#32019-09-05T06:23:31Z2019-09-05T06:23:31Z<div class="messageboard-quotee">FowlJ wrote:</div><blockquote><p> Seems like it will accomplish pretty much what you want it to - 200 XP is like 2-4 encounters/objectives, so the difference between steps will be significant but not really enormous.</p>
<p>I had personally considered a similar idea for a sort of 'E6' game - I don't think PF2 has the balance issues at higher levels that are part of why actual E6 exists, but a low powered game where XP required is normal for levels 1-6 and then increases every level after that (to the tune of like +500 XP per level, really slowed down) seemed like an interesting idea to me. </blockquote><p>Thank you for the feedback!
<p>I had to google E6, and I can definitely see the issues it sought to address in PF1 to be somewhat diminished in PF2.</p>FowlJ wrote:Seems like it will accomplish pretty much what you want it to - 200 XP is like 2-4 encounters/objectives, so the difference between steps will be significant but not really enormous.
I had personally considered a similar idea for a sort of 'E6' game - I don't think PF2 has the balance issues at higher levels that are part of why actual E6 exists, but a low powered game where XP required is normal for levels 1-6 and then increases every level after that (to the tune of like +500...Tender Tendrils2019-09-05T06:23:31ZRe: Forums: Homebrew and House Rules: Nonlinear XPFowlJhttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#22019-09-05T04:59:09Z2019-09-05T04:59:09Z<p>Seems like it will accomplish pretty much what you want it to - 200 XP is like 2-4 encounters/objectives, so the difference between steps will be significant but not really enormous.</p>
<p>I had personally considered a similar idea for a sort of 'E6' game - I don't think PF2 has the balance issues at higher levels that are part of why actual E6 exists, but a low powered game where XP required is normal for levels 1-6 and then increases every level after that (to the tune of like +500 XP per level, really slowed down) seemed like an interesting idea to me.</p>Seems like it will accomplish pretty much what you want it to - 200 XP is like 2-4 encounters/objectives, so the difference between steps will be significant but not really enormous.
I had personally considered a similar idea for a sort of 'E6' game - I don't think PF2 has the balance issues at higher levels that are part of why actual E6 exists, but a low powered game where XP required is normal for levels 1-6 and then increases every level after that (to the tune of like +500 XP per level,...FowlJ2019-09-05T04:59:09ZForums: Homebrew and House Rules: Nonlinear XPTender Tendrilshttps://paizo.com/threads/rzs42r6o?Nonlinear-XP#12019-09-05T19:05:39Z2019-09-05T04:47:26Z<p>So, I am quite fond of PF2s experience system, though I would like my group to take longer to level up as they progress to higher levels, so - do you all think this would work?</p>
<p>Essentially, it would just be a case of switching to slower xp advancements speeds as the party progresses.</p>
<p>Levels 1-5: Fast Advancement (800 xp)
<br />
Levels 6-10: Normal Advancement (1000 xp)
<br />
Levels 11-15: Slow Advancement (1200 xp)
<br />
Levels 16-20: Very Slow Advancement (1400 xp)</p>
<p>Would the 16-20 levels be too slow? The 1-5s too fast? Thoughts?</p>So, I am quite fond of PF2s experience system, though I would like my group to take longer to level up as they progress to higher levels, so - do you all think this would work?
Essentially, it would just be a case of switching to slower xp advancements speeds as the party progresses.
Levels 1-5: Fast Advancement (800 xp)
Levels 6-10: Normal Advancement (1000 xp)
Levels 11-15: Slow Advancement (1200 xp)
Levels 16-20: Very Slow Advancement (1400 xp)
Would the 16-20 levels be too slow? The...Tender Tendrils2019-09-05T04:47:26Z