The 5e XP table is designed to speed up advancement after level 10. Discussion on doing the opposite here for a megadungeon sandbox campaign with PCs of various levels. Conclusion is that simply halving XP awards to level 11+ PCs should work best, giving the following effective requirements:
10 to 11: 21000 > 21,000 XP as per RAW
11 to 12:15000 > 30,000
12 to 13 20000 > 40,000
13 to 14 20000 > 40,000
14 to 15 25000 > 50,000
15 to 16 30000 > 60,000
16 to 17 30000 > 60,000
17 to 18 40000 > 80,000
18 to 19 40000 > 80,000
19 to 20 50000 > 100,000
Wednesday, 29 August 2018
Tuesday, 7 August 2018
Going Epic-10 in 5e D&D
I suggest to DMs that if they are running a story-based, low combat game in a lowish-fantasy setting, then go “E10” – levels should be capped at 10 not 20, and use the Epic rules in the DMG from 10th level: every 30,000 XP above level 10, a PC either gains +2 attribute (I’d retain cap at 20, maybe 22); or if the game uses Feats the PC can gain a Feat of the player's choice.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
94,000 E1 +4
124,000 E2 +4
154,000 E3 +4
+30,000 +1 +4
Edit: The Primeval Thule 5e setting seems particularly suitable for this approach.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
94,000 E1 +4
124,000 E2 +4
154,000 E3 +4
+30,000 +1 +4
Edit: The Primeval Thule 5e setting seems particularly suitable for this approach.
Subscribe to:
Posts (Atom)