
DragonLordAcar |

So I recently found the rules for xp in 3.5e and even a calculator for it. However, I then realized that the xp to level up were vastly different between the systems and calculating xp for each CR of monster in an encounter is a pain. Is there a way to use the party xp and overall CR of the combat to use this ruling?
Contex: As I like to make weird characters with templates and then balance them out later, a rule me and my GM have come up with is to ut me on the slow xp track while other players are on the medium xp track. The problem arises when the levels become too far apart and the level adjustment due to my characters templates is more of an anchor than it is helpful. The level adjustment payoff using xp system that is is 3.5e is good at reducing this but not fully. All in all, I don't mind being a level or two lower than the party but I don't want to fall below so far as to be the dead weight of the party at higher levels.

SheepishEidolon |

All in all, I don't mind being a level or two lower than the party but I don't want to fall below so far as to be the dead weight of the party at higher levels.
Well, you could simply be a level behind the others, all the time. As soon as they level, you level also, though only to the level they had before. So in fact, you don't even have to track XP for yourself anymore.
Or is there a reason why it can't be that simple?

DragonLordAcar |

It makes more sense to me to track the xp separately so that I can track my xp payoff. On top of this, I will be overpowered for my level despite technically only being a few CR above the rest of the party (unintentionally learned how to min max hard). One of the main reasons is that it gives me a sense of urgency to find other ways to match the party than strait combat as that will slowly lose out to their higher levels.
In my experience, 1 Lv doesn't mean much. 2 Lvs does a bit. 3 Lvs and now you feel the disparity. As I took more flavorful elements for feats I am no combat god but I can still match a Lv5 at Lv2 in terms of damage.
Sorry for the ramble but it would also be helpful to use this in the future if players in my game had lower levels than the rest to help get them caught up or my one player of min finally gets a chance to play literal demon.

SheepishEidolon |

Templates in Pathfinder have clearly defined CR changes, usually increases. So if one of my players wanted to play a half-dragon (+2 CR), I'd tell them "ok, but then you are two levels behind". If they insisted on XP, I'd tell them "you need twice the XP for each level" - that's pretty much equivalent to "two levels behind". At least for level 5+, see table 3-1, page 30 in the Core Rulebook.
Now with multiple templates it gets more fuzzy. If the same player wanted two more templates, with +2 CR each, I could let them play six levels behind - the math is on my side, but it's plain mean. So, as a rule of thumb, I'd halve the two increases, resulting in 2+1+1=4 levels behind. In case they come up with their XP again, I'd say "you need quadruple the XP for each level".
So far your GM has been very forthcoming to you, with the agreement on the slow track (which is roughly "one level behind").

DragonLordAcar |

Everyone in my group is generally more powerful as we roll 4d6, reroll 1s, do this 7 times, then drop the lowest set leaving the average ability score at 14-15 (unsure of the exact math but at least 14 as an average). Ability score increases are also 1d4-1 but no more than a +1 to a single stat each time (if I roll a 3, -1 to become 2 so i have two +1s that I can add to two different ability scores).
I also do some behind the scenes math to lower my power or just give strait up mechanical and rollplay weaknesses for my GM to abuse (ex. oni+minotaur+dragon character with psychic powers will do the BBEG's bidding if his adoptive family is held captive or my half celestial+fetchling+fey creature takes 1 damage per round when touching iron/cold iron/steal and an additional d6 from weapons made from said materials). To be honest, i make monsters with human characters as I like playing the character that is kinder than their appearance foretells. The problem is that they often become too powerful even with our high ability scores so the more things I can do to lower their power without causing them to have extra low health (LA but no HD to compensate) or just become weak in the long run helps. That is why I am looking at this option as it allows me to have an easier time balancing my characters or other player's characters without homebrewing specific weaknesses every time.
TLDR: My group plays high ability score characters and I do homebrewing under GM consent to lower my characters closer to the party's power level. This LA payoff system from 3.5e combined with the slow xp track will help keep the power level between me and the party about the same.
-How I do multiple template ability score/natural armor increases: Add all ability score changes then divide by number of positive modifiers if the total number is greater than negative, otherwise divide total number of modifiers; round this to nearest whole number and add this to highest modifier from the template, this makes the final racial modifier, then add rolled number; then add classed monster ability score modifiers and class templates if applicable; if a base race was used (human/elf/strix), add their racial modifiers at the end.
-How I do multiple template speed increases: Add all speed changes and divide by the number of positive modifiers if the total number is greater than negative, otherwise divide total number of modifiers; round to nearest 5ft; if speed changes based in % do this now (ex. increase speed by 50%); add this total to base speed

DragonLordAcar |

Templates in Pathfinder have clearly defined CR changes, usually increases. So if one of my players wanted to play a half-dragon (+2 CR), I'd tell them "ok, but then you are two levels behind". If they insisted on XP, I'd tell them "you need twice the XP for each level" - that's pretty much equivalent to "two levels behind". At least for level 5+, see table 3-1, page 30 in the Core Rulebook.
Now with multiple templates it gets more fuzzy. If the same player wanted two more templates, with +2 CR each, I could let them play six levels behind - the math is on my side, but it's plain mean. So, as a rule of thumb, I'd halve the two increases, resulting in 2+1+1=4 levels behind. In case they come up with their XP again, I'd say "you need quadruple the XP for each level".
So far your GM has been very forthcoming to you, with the agreement on the slow track (which is roughly "one level behind").
There are also rules stating that you gain an extra LV every 3 levels they obtain up to half the CR adjustment (http://legacy.aonprd.com/bestiary/monstersAsPCs.html) gained somewhere between the 2nd and 3rd, 5th and 6th, etc.
I also love my GM for allowing me to do this because it means I get to play characters that others probably would have never thought of (I still try to give good reason for the templates and don't do anything that would separate them from the world the GM created).

DragonLordAcar |

sounds like you guys do things the hard way. switch to Point Buy for stats, that makes everyone more equal. Also, don't do XP, use Milestone levelling, and simply level your character less often than the party.
My group likes rolling for stats because shiny sparkly plastic things make pretty click clack sounds. We also use bonus XP as rewards for good RP or good ideas. Every group to their own. Now is there someone who knows how to make the XP system described in my initial post a reality?

DungeonmasterCal |

My group likes rolling for stats because shiny sparkly plastic things make pretty click clack sounds. We also use bonus XP as rewards for good RP or good ideas. Every group to their own. Now is there someone who knows how to make the XP system described in my initial post a reality?
My group and I have been using the shiny math pebbles for 35 years and there's no going back for us. No one has any interest in using Point Buy at all. And as the GM I give out little bits of extra XP for good role-playing, good ideas, and awesome feats of daring-do. But as far as helping with the XP system I'm useless. I hated the XP method in 3.5 because I have some sort of minor learning disability with math (I forget what it's called). I muddled along with it until Pathfinder came out and I was so glad it did.