XP curve formulas: how much XP each level should need
Short answer
The common choices: linear (XP for level n = a × n) feels steady; power (a × n^b with b around 1.5 to 2.2) slows down gradually and is the most common; exponential (a × r^n with r around 1.08 to 1.15) gets very steep late. Pick by how long you want the last level to take compared with the first, and check the total XP to max level.
Copy-paste code
XP per level and total to reach a level
-- Luau
local function xpForLevel(n, a, b) return math.floor(a * n ^ b) end -- power curve
local function totalTo(level, a, b)
local t = 0
for n = 1, level - 1 do t += xpForLevel(n, a, b) end
return t
end
Spreadsheet (level in A2): =FLOOR(100*A2^1.8, 1)
Running total in C3: =C2 + B2 (B = XP for that level)| Level | Linear 100n | Power 100n^1.8 | Exponential 100 × 1.1^n |
|---|---|---|---|
| 1 | 100 | 100 | 110 |
| 10 | 1,000 | 6,309 | 259 |
| 20 | 2,000 | 21,971 | 673 |
| 30 | 3,000 | 45,584 | 1,745 |
| 50 | 5,000 | 114,326 | 11,739 |
Source: computed from the formulas
Good to know
Work backwards from time: if players earn about 500 XP an hour at level 20, a 21,971 XP level takes about 44 hours, too long for most games. Either raise XP rewards with level or lower the exponent.
Exponential curves look gentle early (see level 10) but explode later, which suits prestige or rebirth systems.
Grindscale: Balance XP, gold and loot before players do
from $7Grindscale is a game-economy spreadsheet (Excel and Google Sheets) that models XP curves, gold and loot together so you see time-per-level before players do.
Secure checkout · 14-day fix-or-refund if it doesn't work as described (terms)Questions
What exponent do RPGs use?
Many sit between 1.5 and 2.5 for a power curve; there is no single standard.
Should rewards also scale?
Usually yes, so the time per level grows slower than the XP per level.
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