Earlier this month, I worked out XP tables for classes.

I was waiting to share them until I’d worked out how treasure was going to work, and for that I wanted to finish analyzing the 5e treasure system, which I mostly did over the weekend. Treasure is . . . kind of a big deal.

individual_xp

(Click to zoom in.)

I’ll admit, a big part of the reason XP caps out at 120,000 is because I’ve never liked the idea of “millions of gold pieces” (or in this case, silver pieces).

I also appreciate “easier math.”

So, one thing you might not necessarily get just by looking at this table, is how rapidly a priest or rogue can advance compared to a fighter or wizard. But then, that’s why I included both the “total” and the “needed” XP per level.

Priests and rogues need 1,000 sp or less to advance per level the first three levels. Fighters need 1,000 to go from 1st to 2nd. Wizards need 1,200 for the same. It might not seem like a lot at first. . .

But here’s how it goes:

Players can expect to find 1,600-2,400 silver per hoard on the first few floors of the dungeon. Split say, five ways . . . that’s 400 silver per PC. Priests and rogues will advance from 1st-2nd level from the treasure found on the first floor.

Fighters and wizards will have to struggle a bit. And that’s assuming that everyone has an equal share. But magic items tend to favor fighters (and wizards, to a lesser extent), so maybe it isn’t so unbalanced after all?

Nine thousand silver will put a wizard at 6th level, a fighter at 7th level, or a priest/rogue at 8th level. Fifty thousand puts a wizard at 13th level, a fighter at 15th level, and a priest/rogue at 17th level. They’re close, but not the same.

So, combining individual tables with some of the innovations from 5e, like making it, not only possible for groups of wildly differently-leveled characters, but successful and entertaining . . . should make things interesting, I think?