Some ideas for those wanting to fix the issue.
1. Training time. Lengthy training time. X.P. is just the way you measure a breakthrough. I think at minimum a little of this could help verisimilitude.
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I guess the thing I've always found about having to train to level is it limits the game. We like some adventures to be extended over a couple levels. Lots of published adventures over the many editions have this built in. I just played Sunless Citadel, for example...it assumes you start at 1st and finish at 3rd level, so there is at least one level-up built into the adventure. It's sequel, Forge of Fury seems to have the same assumption (start at 3rd, finish at 5th).
It just doesn't seem very interesting to me after the PCs have gained enough XP to level and the players are all excited about it to say "well, you have this time pressure built into the adventure so if you want to level you either have to press on at your current level or you can leave to spend <some non-trivial amount of time> training...by that time the BBEG will have reinforced his lair or seen his plans come to fruition...but hey, you'll have gained some hp and new spells!"...it just doesn't seem to jive with me...YMMV, though. Maybe others have made this work.
I am considering allowing Training/Study as a downtime activity where gold can be converted to XP. I'm not sure how to do it and it should have diminishing returns to discourage too much use of it, but it seems a viable way to spend gold earned during adventuring and time between adventures. But it shouldn't be the only thing available to PCs to use those two assets.
The first 3 levels go /really/ fast....I guess the thing I've always found about having to train to level is it limits the game. We like some adventures to be extended over a couple levels. Lots of published adventures over the many editions have this built in. I just played Sunless Citadel, for example...it assumes you start at 1st and finish at 3rd level, so there is at least one level-up built into the adventure.
I guess the thing I've always found about having to train to level is it limits the game. We like some adventures to be extended over a couple levels. Lots of published adventures over the many editions have this built in. I just played Sunless Citadel, for example...it assumes you start at 1st and finish at 3rd level, so there is at least one level-up built into the adventure. It's sequel, Forge of Fury seems to have the same assumption (start at 3rd, finish at 5th).
It just doesn't seem very interesting to me after the PCs have gained enough XP to level and the players are all excited about it to say "well, you have this time pressure built into the adventure so if you want to level you either have to press on at your current level or you can leave to spend <some non-trivial amount of time> training...by that time the BBEG will have reinforced his lair or seen his plans come to fruition...but hey, you'll have gained some hp and new spells!"...it just doesn't seem to jive with me...YMMV, though. Maybe others have made this work.
I am considering allowing Training/Study as a downtime activity where gold can be converted to XP. I'm not sure how to do it and it should have diminishing returns to discourage too much use of it, but it seems a viable way to spend gold earned during adventuring and time between adventures. But it shouldn't be the only thing available to PCs to use those two assets.
One thing I do when I have included "training" in the past is that:
You get your HD/HP and Proficiency/BAB&Saves right away, to indicate that your experience has made you tougher and better in a general sense. If you are at an ASI point you can gain an ASI, but not a feat. To gain feats and class features, you have to train. This also allows for a presentation of a world where a wildman can be really tough, really strong, and swing his sword really hard but he has not learned any specific knowledge and thus lacks cool feats or class features.
@OP:
As a player, and I suppose as a DM, my biggest issue with "time passing between events" is "What do you do with players who want to keep adventuring?" Aside from of course, having players who are totally into this kind of stuff. Lets say you're using XP right? So every dungeon, every gold piece, every quest, every monster kill equates to some kind of advancement.
Johnny and Jimmy decide to settle down for the winter, help out around the town, maybe find love, who knows.
Sue and Jane on the other hand want to face the winter wilderness and hone their skills, kick monster butt and find treasure.
Do you award Johnny and Jimmy equitable XP to Sue and Jane? Or does "around town stuff" give them nothing?
-Followup: how does "life" get reflected on their sheets? Do they earn any kind of increase in their skills?
Or do you restrict Sue and Jane's XP to reflect the low amount Jhonny and Jimmy are earning?
-Do Sue and Jane simply wander around in the woods, finding nothing, as you not-so-subtly try to press them to return to town?
Do you add more PCs? Have Sue and Jane roll up some "around town" PCs? Have Jimmy and Johnny roll up some more adventure-oriented PCs?
-Again: how do you reconcile that the people off in the woods have been earning XP, and the people in town havent?
--I frame it this way because I rarely find a DM who awards XP or milestones or ANY form of advancement when it doesn't include "killing stuff".
And how do you reconcile players who want to get detailed (we all know the guy) about their downtime shenanigans, and the guy who's just like "Yeah I'm gonna do some farming and stuff for a year." and isn't interested in the specifics of it?
I guess you could just say "I'm not going to run a split party, so go to town or I'll stop the game." Sure, it's kinda a jerk ultimatum but it's your right as DM to do it.
I haven't run into this issue. Everyone has Backgrounds and they're tied into the setting. They from somewhere. They have goals that aren't related to what the group is doing. The down-time between adventures is perfect for that.As a player, and I suppose as a DM, my biggest issue with "time passing between events" is "What do you do with players who want to keep adventuring?"
I'm not using XP.Lets say you're using XP right?
They could pick up a Tools or Vehicles proficiency or something if they want, sure. Maybe an extended downtime and career change could lead to a second Background.Followup: how does "life" get reflected on their sheets? Do they earn any kind of increase in their skills?
I think you're picturing a much more adversarial relationship between me and the players. I just say "Okay guys, you won. The bad guy is defeated and the town is safe. No obvious threats around right now. What are you doing to do with your new free time?" and the players understand this is an opportunity to pursue their individual character development.Do Sue and Jane simply wander around in the woods, finding nothing, as you not-so-subtly try to press them to return to town?
I think I was pretty clear in the OP that this is exactly what I'm doing.I frame it this way because I rarely find a DM who awards XP or milestones or ANY form of advancement when it doesn't include "killing stuff".
Both are fine. It really doesn't effect anything. Downtime is an opportunity to have a different kind of fun, not homework.And how do you reconcile players who want to get detailed (we all know the guy) about their downtime shenanigans, and the guy who's just like "Yeah I'm gonna do some farming and stuff for a year." and isn't interested in the specifics of it?
On the contrary, the PCs are all split up during downtime, off pursuing their solo stuff. The wizard is off to the Tower of High Sorcery to take his Test; the barbarian is following a prophecy into the desert; the cleric is rehabilitating the shrine they just finished clearing of monsters; and the bard is returning a sword they found to its rightful owner.I guess you could just say "I'm not going to run a split party, so go to town or I'll stop the game."
I guess if you think my running the campaign this way is a "jerk ultimatum" you can go play somewhere else then. My players seem to like it. Good communication and setting expectations ahead of time about how the campaign will function is always key (not just for this, but for anything).ISure, it's kinda a jerk ultimatum but it's your right as DM to do it.
If it was just level imbalance it wouldn't be as big a thing, as you say. But it's also wealth imbalance: a character who's been in 12 adventures (and thus got a share of 12 treasuries) is going to be much wealthier than each of another player's three characters cycled through those same 12 adventures (so, 4 each).That's not really a big deal in D&D 5e. I've seen up to a 7-level differential and it doesn't amount to much except that the lower-level PC needs to be a little more cautious when big damage-dealing monsters come out. And not even for that long as they catch up levels fast.
Ignoring the hard E6 limit, this is almost exactly what we've been doing for 35+ years.The other option of course being you play the illustrious E6 style game and have just 6 levels worth of abilities that character can acquire over the out-of-game years you run the campaign. So the PCs probably won't level up until like 6 months of real-world play. You do that... and really emphasize the fact that PCs DON'T change much at all over months and years in-world... and you get to keep HP low so that they can still get one-shotted by an Adult dragon even after 2 years of adventuring, and it makes the really old NPCs that have spent the last 50 years of their lives defending the world actually something of an anomoly when they are Level 18-- a level that not a single of one your players is ever going to sniff because the game will end before that character ever came close to it.
The question though remains whether your players could remain invested in a game like that? When they didn't "get" anything over the months of play other than just the experiences in the story. Is that enough for them? If so, great! But I tend to doubt most tables will have that luxury.