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4

It's all the same. The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. (PHB, p. 163, "Multiclassing: Experience Points") The amount of XP you need to go from Fighter 3 to Fighter 4 is the same amount of XP you need to go ...


4

In addition to KRyan's excelletn 3.5 specific answer, I think this question is answerable as a question about experience point systems in general and what they are supposed to do from a game standpoint. So in that light, I will attempt to answer the question. I have had extensive practice fiddling with experience systems, as I don't think I have ever used ...


7

It causes some problems, but doesn't solve the issue it addresses. The information in this post comes from my direct experience of this issue as the guy who would often not show up to a game. During college, I was in a weekly game where I would miss every 3 or 4 weeks on average, sometimes more often. My group understood that the game was just that: a ...


0

I realize that this is a 3.5 question, but I'll try to answer it in a general sense. You have a few situations going on here: Players who show up only when they feel like it and expect to get the same XP that participants get -- In this case, absolutely not. If the character doesn't participate, he doesn't get the XP, GP or class specific magical item ...


5

It can cause problems, especially when you have a single player missing multiple sessions in a row. There is certainly a power gap that occurs when players are at different levels, but this power gap is created by other aspects of the game as well, such as magic item creation. The system is built to help adjust for experience differences that can cause ...


25

It does cause problems; not insurmountable problems, but problems The problem is that when characters get different amounts of XP, they end up with different levels. A level in 3.5 is unbelievably massive – particularly at higher levels with higher-power classes. For example, spells tend to grow exponentially in power – and if the sorcerer’s class level is ...


-2

I'm guessing the idea is to reward/encourage clever play by making one big fight vs 20 kobolds give the same xp as several smaller & easier fights if the players can split them up or take them out separately. Not sure it works as incentive for that tho - since half the players wont know/care and the rest would be doing the clever (actual clever may vary ...



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