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 Post subject: level progression versus mod XP
PostPosted: Fri May 05, 2017 10:18 am 

Joined: Tue May 02, 2017 3:54 pm
Posts: 5
Somebody may have already asked this question and I missed it.
Are we using the level progression chart in the 5e PHB?
If so a character needs 3800xp to go from level4 to level5.
Currently only mods HP 1 through HP 6 are for character at 4th level. With that all being said the total possible xp from those mods is 4410, which means a character has to play all of those mods after reaching level 4 or they can never reach 5th level, since missing one mods would be 3780xp 20xp shy of 5th.

If I got my math wrong please let me know.


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 Post subject: Re: level progression versus mod XP
PostPosted: Fri May 05, 2017 10:22 am 
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Joined: Fri Sep 27, 2013 10:47 am
Posts: 2383
Location: Central Alberta
The XP of the mods was calculated to have Characters reach specific levels by specific mods. As such, the XP they gain should follow official 5e conventions, but the XP is calculated by the needs of the campaign rather than using the DMG or Monster manual's rules/suggestions.

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Cody Bergman
Legends of Arcanis Campaign Staff
Initial Author Contact/Adventure Vetting

Haakon Marcus val'Virdan, Divine Holy Judge of Nier
Ruma val'Vasik, Martial Crusader and Master of the Spear
Jorma Osterman, Arcane Coryani Battlemage


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 Post subject: Re: level progression versus mod XP
PostPosted: Fri May 05, 2017 10:32 am 

Joined: Tue May 02, 2017 3:54 pm
Posts: 5
Okay, but is my math wrong?

If the players in my group have already played a few of the early Hard Point mods at 2nd level, or even 1st, and they level out of the Intro mods when those mods cap at 3rd characters and then switch back to doing Hard Points mods there are not currently enough left for them to play at 4th level to get enough xp to reach 5th.


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 Post subject: Re: level progression versus mod XP
PostPosted: Sun May 07, 2017 9:31 am 

Joined: Fri Sep 27, 2013 5:44 pm
Posts: 103
I will double check the xp on the mods and make sure they are aligned to the progression chart in the book. The goal was definitely for a character to reach 5th by playing all the intros and year 2 hard points.

What might be tripping you up is that the level guidelines on the front of the mod are not intended to be a hard level cap. That's our error for not making that clear. The mods are designed that anyone can sit down and play them, at least anyone level 1-5. We will clarify that in the campaign documentation.

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James Vacca, Living Arcanis Campaign Coordinator

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 Post subject: Re: level progression versus mod XP
PostPosted: Sun May 07, 2017 11:08 am 

Joined: Tue May 02, 2017 3:54 pm
Posts: 5
That's what is going on. I have been doing most of the LA coordination for events in my area, so I want to make sure that I don't cause an issue for my player's.

Thanks for the clarification.


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 Post subject: Re: level progression versus mod XP
PostPosted: Mon May 08, 2017 6:57 am 

Joined: Tue Oct 07, 2014 5:07 pm
Posts: 18
The clarification I've received from PCI_StatMonkey is that the level restrictions are 'guidelines' rather than hard caps. You can still play the intro mods after level 3, or play the 5th level mods at a lower level.


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