D&D General An interesting talk with AI (creating an EXP table)

ezo

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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.

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:
LevelXP Required
00
1300
2900
32,700
46,500
514,000
623,000
734,000
848,000
964,000
1085,000
11120,000
12250,000
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.
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)​

LevelXP Required (Cumulative)
00
110,000
220,000
335,000
455,000
580,000
6105,000
7130,000
8155,000
9180,000
10205,000
11225,000
12250,000


🧩 How This Differs from 5E:​

  • 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.
Would you like a visual chart or formula to customize this curve further?

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.
1745602515885.png


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​

LevelXP Required (Cumulative)
00
11,736
26,944
315,625
427,777
543,402
662,500
785,069
8111,111
9140,625
10173,611
11210,069
12250,000


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:
1745602716696.png


✅ Final XP Progression (Rounded to Nearest 250)​

LevelXP Required (Cumulative)
00
11,750
27,000
315,500
427,750
543,500
662,500
785,000
8111,000
9140,500
10173,500
11210,000
12250,000


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:

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