So here's what you get:
At a 20% bonus, the fighter with the bonus levels up consistently one session before the fighter with no bonus.
At a 30% bonus, the fighter with the bonus gets to level 2 one session earlier, then consistently levels up two sessions before the fighter with no bonus. In other words, the fighter with the bonus will be one level ahead of the fighter with no bonus roughly 40% of the time.
At a 50% bonus, the fighter with the bonus gets to level 2 one session earlier, then consistently levels up three sessions before the fighter with no bonus. In other words, the fighter with the bonus will be one level ahead of the fighter with no bonus roughly 60% of the time.
At a 100% bonus, the fighter with the bonus gets to level 2 two sessions earlier, then "laps" the fighter with no bonus on session five, and from that point on remains permanently one level ahead of the fighter with no bonus. Which of course makes sense, since the XP requirements double at each level.
My thought is that to make XP bonuses meaningful, you'd really need to do something like the 30% or 50% bonus, assuming an average progression pace in the ballpark of this model's one level per five sessions.
Thanks for this. Based on these numbers 20 or 30 seems significant. Keep that in mind for your future fantasy heartbreaker needs.
ReplyDeleteYep, I'm tempted to house-rule 20-30% into OSR games I run in the future. Maybe a flat 25%, maybe change the old +5% to 20% and the old +10% to 30%. Something like that. I might even get generous and do 30% and 50%.
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