Level Up
How to get XP
- overcoming foes (small bonus for warriors)
- completing goals (inc. personal goals you've established with the GM.)
- solving problems with magic/abilities.
- researching arcane stuff. making magic things.
- spending treasure on charity or carousing. (for rogues: obtaining treasure.)
- clever ideas. saving the party. roleplaying well. encouraging others to participate.
How to spend XP
To get trained up to level "N" in your class, you must have
- gone on at least one adventure at your current level
- a grand XP total of...
L | Wiz | Fighter | Priest | Thief | Paly/Ranger | Druid |
---|---|---|---|---|---|---|
2 | 2,500 | 2,000 | 1,500 | 1,250 | 2,250 | 2,000 |
3 | 5,000 | 4,000 | 3,000 | 2,500 | 4,500 | 4,000 |
4 | 10,000 | 8,000 | 6,000 | 5,000 | 9,000 | 7,500 |
5 | 20,000 | 16,000 | 13,000 | 10,000 | 18,000 | 12,500 |
6 | 40,000 | 32,000 | 27,500 | 20,000 | 36,000 | 20,000 |
7 | 60,000 | 64,000 | 55,000 | 40,000 | 75,000 | 35,000 |
8 | 90,000 | 125,000 | 110,000 | 70,000 | 150,000 | 60,000 |
9 | 135,000 | 250,000 | 225,000 | 110,000 | 300,000 | 90,000 |
10 | 250,000 | 500,000 | 450,000 | 160,000 | 600,000 | 125,000 |
11 | 375,000 | 750,000 | 675,000 | 220,000 | 900,000 | 200,000 |
12 | 750,000 | 1,000,000 | 900,000 | 440,000 | 1,200,000 | 300,000 |
13 | 1,125,000 | 1,250,000 | 1,125,000 | 660,000 | 1,500,000 | 750,000 |
14 | 1,500,000 | 1,500,000 | 1,350,000 | 880,000 | 1,800,000 | 1,500,000 |
15 | 1,875,000 | 1,750,000 | 1,575,000 | 1,100,000 | 2,100,000 | 3,000,000 |
16 | 2,250,000 | 2,000,000 | 1,800,000 | 1,320,000 | 2,400,000 | 3,500,000 |
17 | 2,625,000 | 2,250,000 | 2,025,000 | 1,540,000 | 2,700,000 | 500,000* |
18 | 3,000,000 | 2,500,000 | 2,250,000 | 1,760,000 | 3,000,000 | 1,000,000 |
19 | 3,375,000 | 2,750,000 | 2,475,000 | 1,980,000 | 3,300,000 | 1,500,000 |
20 | 3,750,000 | 3,000,000 | 2,700,000 | 2,200,000 | 3,600,000 | 2,000,000 |
Note that druids' bureaucracy ends up permanently reseting XP to zero during the byzantine jockying for position, hence the level 17 drop.
Tracking multiclass XP
- track each class's total XP separately.
- general XP awards must be split evenly. (Exceptions based on the narrative can be granted by the GM.)
- class specific XP can only be applied to that class.
What You Get
HP
Until you've gotten your maximum number of Hit Dice at level 9 or 10, you roll that hit die and add your con bonus.
Once you've maxed on HD, you get a flat class-based HP increase, no con bonus:
- (Todo: confirm in book there's no con bonus on high levels)
Class | HP | max HD |
---|---|---|
Wizard | 1 | 10 |
Fighter | 3 | 9 |
Cleric | 2 | 9 |
Rogue | 2 | 10 |
Con HP and multiclassing
- everyone gets CON bonus HP per average level. For single-classers, that's just your level.
- multiclassers divide their CON bonus by the number of classes they have.
- multiclassers are required to track in writing the history of their HD rolls separately from the effects of CON.
Saves
- multiclassers take the better of their independent class/level options
Thac0
(ph 121)
Every level, your PC gets a class-specific bonus to THAC0:
- warriors get +1
- priests get +2/3
- rogues get +.5
- wizards get +1/3 Round against PC.
Multiclass: calculate each class bonus separately and add.
Arcane Spells
PC | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | — | — | — | — | — | — | — | — |
2 | 2 | — | — | — | — | — | — | — | — |
3 | 2 | 1 | — | — | — | — | — | — | — |
4 | 3 | 2 | — | — | — | — | — | — | — |
5 | 4 | 2 | 1 | — | — | — | — | — | — |
6 | 4 | 2 | 2 | — | — | — | — | — | — |
7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
10 | 4 | 4 | 3 | 2 | 2 | — | — | — | — |
11 | 4 | 4 | 4 | 3 | 3 | — | — | — | — |
12 | 4 | 4 | 4 | 4 | 4 | 1 | — | — | — |
13 | 5 | 5 | 5 | 4 | 4 | 2 | — | — | — |
14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | — | — |
16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | — |
17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | — |
18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Divine Spells
Note that spell levels 6 and 7 are restricted to wis 17 and 18 respectively.
PC | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
1 | 1 | — | — | — | — | — | — |
2 | 2 | — | — | — | — | — | — |
3 | 2 | 1 | — | — | — | — | — |
4 | 3 | 2 | — | — | — | — | — |
5 | 3 | 3 | 1 | — | — | — | — |
6 | 3 | 3 | 2 | — | — | — | — |
7 | 3 | 3 | 2 | 1 | — | — | — |
8 | 3 | 3 | 3 | 2 | — | — | — |
9 | 4 | 4 | 3 | 2 | 1 | — | — |
10 | 4 | 4 | 3 | 3 | 2 | — | — |
11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Multiclassing
- use the best thac0 and saves from your separate classes.
- You get your CON bonus to HP spread out over all your classes -- a new level 1 F/T/M with a con bonus of +2 will
- save up .6 HP on the first single-class bump. (which has no effect at all until the next level up.)
- have gained a total of 1.2 HP from CON on the next bump.
- finally see 2 HP
Dual Classing
Don't use these rules.
Raw Tables
See also my notes on all edition's training cost rules
Will's notes on apprentice levels
I'm keeping the following discord monologue here til I've had time to ponder it and write my engine's rulings for this problem:
- page 165 of the PHB has some support for our sub-1 levels!
"An aspiring magic user may use 1 cantrip per day as a 0 level neophyte (-2000 to -1001 EP), 2 cantrips per day as a 0 level initiate (-1000 to -501), and 3 cantrips per day as a 0 level apprentice (-500 to -1)."
- we still need our own rules for what it takes to become a Neophyte, and what the probability of success is if somebody below even that level of training attempts to cast something, but progress!
- maybe something like
anybody can attempt to go through the spell learning process for a cantrip (but level 1 and higher is too complex to figure out) memorization of a learned cantrip takes an hour and a successful int check chance of successful casting is 5% per point of Int above 8, plus 10% per previous successful casting of the same cantrip (minus any other sources of spell mishap) once the chance of casting reaches 100% for a single cantrip, you are now a Neophyte with -2000 EXP in the mage class
- wait I forgot to account for the basic chance of spell mishap for int below 13
- there should be a 5% even at int 9 on first casting
- okay, discounting int scores of 8 for now because that's only for gnome titans, the chance of spell mishap is 5% for every point below 13, 20% at 9, so the math I suggested before works you just offset it to 25% base plus 5% per point above 13.
- that does mean that you could get it 100% the first try and become a mage instantly at Int... 28. so that isn't a problem :p
- even a 25, mortal maximum, has a 15% chance of getting it wrong the first time and only becomes a neophyte after a minimum of three castings, each of which takes at least an hour of study and has to happen on a different day after a long initial learning process (and obtaining a cantrip book somewhere)
- And to put exp into the mage class while adventuring at below level 1 I still think that you shouldn't be able to just split off half of what you get with existing abilities. You gotta either rely on mage-specific rewards (heroic or ingenious use of your cantrips), or make a meaningful contribution to the success of the party while not using any of the abilities of your existing classes.
- Or go to school like a real aspiring wizard.
- and of course if you want to be a specialist, the cantrip you practice with needs to be in the school you intend to specialize
- to become a fighter I think the basic trigger should be to take down an opponent of equal or greater hit dice using nothing but normal attacks and without assistance from the rest of the party (or if you're acting as a group but everybody on your side uses nothing but normal attacks and the total number of hit dice on the enemy side is at least double the total hit dice on your side?), at which point you start Fighter 0 at -2000 EXP.
- Then you can advance that either by the fighter specific awards (expert marksmanship, precision cutting, and suffering critical hits iirc?), you can put half the exp from an individual encounter into Fighter if you contribute with nothing but normal attacks, or you can put all your exp for a session into Fighter if you suppress all abilities of existing classes, including resetting your effective THACO.
- Let's see... THAC0 for a 1st level fighter is what, 18? And it's 20 for commoners and starting thieves/mages, so maybe just getting to Fighter 0 gives you a 19?
- fighter types start with four proficiency slots, so any of those above your existing total should be gained over the course of Fighter 0... I dunno if they should be a direct exp reward, or require some deed to unlock, like winning a fight using nothing but that weapon...
- hey, should multiclass fighters be allowed to specialize? I know RAW says no but it's pretty much the one mostly-unique power of the class, and without it there's not much reason to multiclass into a fighter specifically instead of one of the subclasses except for just not meeting the prereqs for something less generic. In particular the Knight Errant gets a free weapon specialization as a class feature, though they can't advance that up to Mastery.
- becoming a thief I don't have any specifics nailed out but it clearly involves obtaining an item of significant value or importance without being noticed
- At super low levels a full coinpurse could be enough, but if you've already been adventuring for a while it would take like, a famous jewel or magic item snuck out from under heavy security.
- becoming a cleric I can't think of anything other than being a faithful follower of the deity and praying every day until they finally decide to start granting you minor miracles.
- maybe if the deity has no concerns about your behavior so far (or you've atoned for your past sins), your alignment is compatible, and you swear an oath of service, you instantly become a Cleric 0 and get the ability to try to do a single level 1 cleric spell per day, with a random chance of working depending on how appropriate the situation is to the teachings of your new deity? And you can only gain exp with the "spells cast to further ethos" thing until you get up to level 1 and act as a normal cleric?