Experience
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Recommended Level
Recommended Level (Known as RL) is a form of showing how difficult something is, typically in Metanoia Engine, people, creatures and characters have a wide range of abilities and skillsets, Recommended Level is typically the level of an encounter that would be required to face an encounter and manage to survive through to reach the end. The side with the higher Recommended Level is typically the one that will win in most scenarios, but through prowess, tactics and determination, it is not impossible to defeat creatures above the recommended level.
Calculating Recommended Level
Recommended Level of a party is calculated is calculated through a simple equation.
Level of ALL friendly characters x Amount of friendly characters ÷ Difficulty
The result of this equation gives you the recommended level of encounters that the party should be facing.
To calculate the recommended level of an encounter, it is done by simply adding all the recommended levels of each creature – plus any modifiers that would increase that creatures recommended level. (See Recommended Level Modifier Chart)
When building encounters, it is wise to use the recommended level and to change the difficulty slightly of each encounter, some may be easier, some may be harder. It’s good to get to know what the players can face, at early levels, you might discover that you’d want to have a lower recommended level for encounters as players can be squishy, while at higher levels, you’d want a higher recommended level to give a challenge to players and their equipment.
Difficulty
Difficulty is important when choosing how you want an encounter to be for the party. Choosing the right difficulty for the party may be a wise choice, it’s recommended to start on normal for an encounter, and depending on how the players react and what happens, adjust accordingly. You may go into the decimals and use other numbers between numbers 1-4 to determine what is best for an encounter, if you encounter a decimal as the end result, remember to round up!
Table: Recommended Level Difficulty | |
---|---|
Difficulty | Modifier |
Easy | 4 |
Normal | 2 |
Hard | 1 |
Normal Difficulty is recommended, as this is half of the recommended level of the party, which will grant a steady amount of experience. Lower numbers are fun if your players are more experienced with the system and are able to take on more harder monsters earlier on through their skill, while higher numbers are recommended for teaching those how to play in the system or those who don’t enjoy too much challenge and would prefer a more relaxed experience.
As the GM, while you are responsible for the difficulty of encounters, you must also factor in the players in this equation and whether it would be fun to deal with only hard or only easy enemies early on, the players are the one that are facing the encounter in the long run, so plan accordingly based on each players needs!
Calculating Experience based on Recommended Level
Table: Recommended Level Experience | |
---|---|
Recommended Level | Experience Gained2 |
0.251 | 25 |
0.51 | 50 |
0.751 | 75 |
1 | 100 |
2 | 225 |
3 | 450 |
4 | 675 |
5 | 1,100 |
6 | 1,325 |
7 | 1,550 |
8 | 1,775 |
9 | 2,000 |
10 | 2,425 |
11 | 2,650 |
12 | 2,875 |
13 | 3,100 |
14 | 3,325 |
15 | 3,750 |
16 | 3,975 |
17 | 4,200 |
18 | 4,425 |
19 | 4,650 |
20 | 5,075 |
21 | 5,300 |
22 | 5,525 |
23 | 5,750 |
24 | 5,975 |
25 | 6,400 |
26 | 6,625 |
27 | 6,850 |
28 | 7,075 |
29 | 7,300 |
30 | 7,725 |
31 | 7,950 |
32 | 8,175 |
33 | 8,400 |
34 | 8,625 |
35 | 9,050 |
36 | 9,275 |
37 | 9,500 |
38 | 9,725 |
39 | 9,950 |
40 | 10,175 |
- 1 – Encounters are not explicitly built to be within these numbers in mind, these are simply the XP rewards for performing successful actions alone.
- 2 – To calculate the experience gained from an encounter, multiply the recommended level - 1 by x2.25, then multiply the result by 100. The equation should look like: RL – 1×2.25×100, every 5 increments, add another 200 XP to the result each time (level 5-9 is 200 XP, level 10 – 14 is 400 XP, level 15 – 19 is 600 XP… and so on.)
Experience from Successful Actions
Performing successful actions and using your skills successfully grants a form of XP without having to rely on combat experience. Each time you gain a success, you get an amount of XP predetermined in Table: Experience from Successful Actions.
If you beat the success DC of the action by a certain multiplier (e.g. DC 50 action, you reach 100, the XP you receive is 100). You gain that multiplier to your XP total.
Table: Experience from Successful Actions | |
DC | RL |
25 | 0.25 |
50 | 0.5 |
75 | 0.75 |
100 | 1 |