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Post by geoffrey on Feb 22, 2014 21:27:17 GMT -6
I am both lazy and the sort of referee who likes to keep the treasures very small, each of which makes me not care for the xp system in the Men & Magic book. Here's an idea for keeping the basic concept behind the M&M system, but making it easier for lazy referees and/or for those who want much smaller treasures than the norm:
Divide everything by 100. That's it.
Divide the number of experience points needed to gain a level by 100.
Divide the number of xp gained from defeated monsters by 100 (thus resulting in 1 xp per monster HD).
Divide the amount of treasure in modules and other game aids by 100.
In my next three posts, I will share the xp tables I made.
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Post by geoffrey on Feb 22, 2014 21:35:50 GMT -6
EXPERIENCE TABLES FOR FIGHTING-MEN
Fighting-Men with Strength of 3 to 6 1st level: 0 2nd level: 25 3rd level: 50 4th level: 100 5th level: 200 6th level: 400 7th level: 800 8th level: 1,500 9th level: 3,000 (1,500 more for each additional level)
Fighting-Men with Strength of 7 or 8 1st level: 0 2nd level: 22 3rd level: 44 4th level: 89 5th level: 178 6th level: 356 7th level: 711 8th level: 1,333 9th level: 2,667 (1,334 more for each additional level)
Fighting-Men with Strength of 9 to 12 1st level: 0 2nd level: 20 3rd level: 40 4th level: 80 5th level: 160 6th level: 320 7th level: 640 8th level: 1,200 9th level: 2,400 (1,200 more for each additional level)
Fighting-Men with Strength of 13 or 14 1st level: 0 2nd level: 19 3rd level: 38 4th level: 76 5th level: 152 6th level: 305 7th level: 610 8th level: 1,143 9th level: 2,286 (1,143 more for each additional level)
Fighting-Men with Strength of 15 to 18 1st level: 0 2nd level: 18 3rd level: 36 4th level: 73 5th level: 145 6th level: 291 7th level: 582 8th level: 1,091 9th level: 2,182 (1,091 more for each additional level)
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Post by geoffrey on Feb 22, 2014 21:44:52 GMT -6
EXPERIENCE TABLES FOR MAGIC-USERS
Magic-Users with Intelligence of 3 to 6 1st level: 0 2nd level: 31 3rd level: 63 4th level: 125 5th level: 250 6th level: 438 7th level: 625 8th level: 938 9th level: 1,250 10th level: 2,500 11th level: 3,750 (1,250 more for each additional level)
Magic-Users with Intelligence of 7 to 8 1st level: 0 2nd level: 28 3rd level: 56 4th level: 111 5th level: 222 6th level: 389 7th level: 556 8th level: 833 9th level: 1,111 10th level: 2,222 11th level: 3,333 (1,111 more for each additional level)
Magic-Users with Intelligence of 9 to 12 1st level: 0 2nd level: 25 3rd level: 50 4th level: 100 5th level: 200 6th level: 350 7th level: 500 8th level: 750 9th level: 1,000 10th level: 2,000 11th level: 3,000 (1,000 more for each additional level)
Magic-Users with Intelligence of 13 or 14 1st level: 0 2nd level: 24 3rd level: 48 4th level: 95 5th level: 190 6th level: 333 7th level: 476 8th level: 714 9th level: 952 10th level: 1,905 11th level: 2,857 (952 more for each additional level)
Magic-Users with Intelligence of 15-18 1st level: 0 2nd level: 23 3rd level: 45 4th level: 91 5th level: 182 6th level: 318 7th level: 455 8th level: 682 9th level: 909 10th level: 1,818 11th level: 2,727 (909 more for each additional level)
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Post by geoffrey on Feb 22, 2014 21:52:57 GMT -6
EXPERIENCE TABLES FOR CLERICS
Clerics with Wisdom of 3 to 6 1st level: 0 2nd level: 19 3rd level: 38 4th level: 75 5th level: 150 6th level: 313 7th level: 625 8th level: 1,250 (625 more for each additional level)
Clerics with Wisdom of 7 to 8 1st level: 0 2nd level: 17 3rd level: 33 4th level: 67 5th level: 133 6th level: 278 7th level: 556 8th level: 1,111 (555 more for each additional level)
Clerics with Wisdom of 9 to 12 1st level: 0 2nd level: 15 3rd level: 30 4th level: 60 5th level: 120 6th level: 250 7th level: 500 8th level: 1,000 (500 more for each additional level)
Clerics with Wisdom of 13 or 14 1st level: 0 2nd level: 14 3rd level: 29 4th level: 57 5th level: 114 6th level: 238 7th level: 476 8th level: 952 (476 more for each additional level)
Clerics with Wisdom of 15-18 1st level: 0 2nd level: 14 3rd level: 27 4th level: 55 5th level: 109 6th level: 227 7th level: 455 8th level: 909 (454 more for each additional level)
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Post by geoffrey on Feb 22, 2014 22:01:53 GMT -6
You will see that the above experience tables factor in the bonuses for a high prime requisite and the penalties for a low prime requisite.
If a character's prime requisite drops far enough to put him on a different table, he does NOT thereby lose a level. He merely henceforth uses the new table. For example, a 5th-level fighting-man with a 9 strength and 162 xp gets cursed and goes down to an 8 strength. But it takes at least 178 xp for a fighting-man with an 8 strength to reach 5th level! Never fear. This particular fighting-man stays at 5th level, but he will not attain 6th level until he acquires 356 xp (as opposed to the 291 xp he would have needed when he still had a 9 strength).
If a character's prime requisite increases far enough to put him on a different table, he does NOT thereby automatically gain a level. For example, a 5th-level fighting-man with a 12 strength and 310 xp gets his strength magically increased to 13. "Hey! He's now 6th level, right?" No. But the very next time he acquires any xp (even but a single point), he will rise to 6th level since a fighting-man with a 13 strength needs only 305 xp to attain 6th level.
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Post by crusssdaddy on Feb 23, 2014 9:37:11 GMT -6
The original goes to eleven.
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Post by talysman on Feb 23, 2014 13:47:30 GMT -6
I've thought about doing something like this. Also thought about "zeroing out" the tables and basing xp needed off characters with a 3 prime score. Then, instead of a full table for each score range, just add 1 HD for every 10 HD slain for prime score 7, 2 HD for score 9, 5 HD for every 20 HD at score 13, or 3 HD for every 10 HD at score 15+.
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Post by talysman on Feb 23, 2014 18:57:35 GMT -6
Now that I have the bluetooth keyboard synced with the tablet, I'd like to expand on my previous comment.
What I've been thinking about lately is not dividing XP by 100, but by 20. As written, the 100 xp per hit die rule assumes that you will be dividing XP by the number of adventurers. If you assume a standard party of about five active participants, though, each character would get 20 XP per hit die under the current arrangement. Divide XP requirements by 20 and you can award XP equal to hit dice to all participants, no division necessary... or, if desired, halve the hit dice for seven or more adventurers/henchmen, double for small parties, triple for solo adventurers.
Going along with that, if you change to a silver standard for your price list, you could keep a 1 gold piece = 1 XP if you do the following:
- for anything up to about 500 coins, convert silver or gold to copper and keep the amount the same - for more than 500 coins, divide by 100 and keep the type the same
This helps keep encumbrance as an important factor, but still guarantees some gold in the large treasures. It does boost the XP value of smaller treasure finds a tiny bit, though.
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Post by Finarvyn on Feb 25, 2014 5:27:45 GMT -6
Most of the time I don't bother tracking XP, but all of my house rule charts have been on the "divide by 100" scale for a long time. I like it.
I tried "divide by 1000" (kilo-XP sounds cooler than hecto-XP) and the numbers work pretty well that way, too. The only glitch with kXP is that in the first couple of levels the numbers all tend to look alike.
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