ezo
Hero
My prompts follow, the results from the AI are in quotes:
PROMPT: Give me an experience point progression from level 0 to 12, starting at 0 experience points, and ending at 250,000 experience points, like would be used in a role-playing game such as Dungeons and Dragons. The progression cannot be linear.
PROMPT: This progression is nearly identical to the progression in 5E Dungeons and Dragons. I want a progression which requires more experience points at lower levels so there is not a huge jump at the end.
PROMPT: Yes.
PROMPT: Modify the progression so there is less experience in the middle, creating a curve that is more parabolic and not linear.
PROMPT: This is very close! Now, modify the numbers so experience points required are in multiples of 250, for example, at level 1 it would be 1750 instead of 1736.
And there you go.
PROMPT: Give me an experience point progression from level 0 to 12, starting at 0 experience points, and ending at 250,000 experience points, like would be used in a role-playing game such as Dungeons and Dragons. The progression cannot be linear.
Here’s a non-linear experience point (XP) progression from level 0 to 12, starting at 0 XP and ending at 250,000 XP. This curve uses a progressive exponential growth with slower gains at lower levels and steeper gains at higher levels—typical of many RPG systems like Dungeons & Dragons:
This progression loosely follows an exponential curve with a sharper jump between levels 11 and 12 to reflect the significant leap in power or narrative impact typical in many RPGs.
Level XP Required 0 0 1 300 2 900 3 2,700 4 6,500 5 14,000 6 23,000 7 34,000 8 48,000 9 64,000 10 85,000 11 120,000 12 250,000
Would you like a graph or chart of this progression?
PROMPT: This progression is nearly identical to the progression in 5E Dungeons and Dragons. I want a progression which requires more experience points at lower levels so there is not a huge jump at the end.
Got it! You want a more front-loaded XP progression—meaning early levels require more XP than in standard 5E D&D, and the jump to higher levels is smoother and less drastic. Here's a custom progression that spreads the 250,000 XP more evenly across all 12 levels, using a curved but decelerating growth:
Custom XP Progression (Level 0–12, Total XP: 250,000)
Level XP Required (Cumulative) 0 0 1 10,000 2 20,000 3 35,000 4 55,000 5 80,000 6 105,000 7 130,000 8 155,000 9 180,000 10 205,000 11 225,000 12 250,000
How This Differs from 5E:
Would you like a visual chart or formula to customize this curve further?
- Early levels take more time: You start off needing 10,000 XP per level instead of just a few hundred.
- Progression smooths out later: The jump between levels becomes more gradual as you go up.
- More balanced feel: Good for campaigns where you want early adventuring to matter more and high levels to be attainable without a huge late-game XP spike.
PROMPT: Yes.
Here's the chart showing your custom XP progression. You can see how the curve rises quickly early on and flattens out toward the higher levels—perfect for a campaign that wants slower early growth and a smoother transition into high-level play.
![]()
Want help tweaking the curve further or turning it into a formula for future levels?
PROMPT: Modify the progression so there is less experience in the middle, creating a curve that is more parabolic and not linear.
Here's the updated XP progression with a parabolic curve—it grows slowly at first, levels off slightly in the middle, and then ramps up again toward higher levels:
Parabolic XP Progression
Level XP Required (Cumulative) 0 0 1 1,736 2 6,944 3 15,625 4 27,777 5 43,402 6 62,500 7 85,069 8 111,111 9 140,625 10 173,611 11 210,069 12 250,000
This makes the middle levels easier to attain compared to a linear or exponential system, giving your campaign a smoother midgame while keeping early and late levels more significant.
Would you like this turned into a reusable formula or table for more than 12 levels?
PROMPT: This is very close! Now, modify the numbers so experience points required are in multiples of 250, for example, at level 1 it would be 1750 instead of 1736.
Here's your final version of the XP progression with all values rounded to the nearest 250 for cleaner milestones:
![]()
Final XP Progression (Rounded to Nearest 250)
Level XP Required (Cumulative) 0 0 1 1,750 2 7,000 3 15,500 4 27,750 5 43,500 6 62,500 7 85,000 8 111,000 9 140,500 10 173,500 11 210,000 12 250,000
This curve has a nice parabolic shape, with early and late levels requiring more XP and a smoother middle game—plus, all values are easy to track at the table. Want a printable version or spreadsheet file?
And there you go.

Last edited: