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20th level before his 20th birthday
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<blockquote data-quote="painandgreed" data-source="post: 1816303" data-attributes="member: 24969"><p>I like to draw out my campaigns in time. Here are some of the methods I use:</p><p></p><p>The big time waster is training at low levels. To improve BAB, HP or other pre-existing abilities doesn't take any time as neither does actually gaining the level, but to learn anything new like a new skill or feat requires being taught in most cases. This can take days to months depending on what it is. After they get some money, they start wanting specially made items and those take time to make. Spell casters take the most time as it can take a long time to learn any new spells. Once they get higher level then making their own spells can take years which they might be willing to allow if its a really useful spell. For those people who don't have anyhting to do or wait for, I allow them to train with others for a cost (or favor) which gives a few XP per day doing so. Enough to keep them from complaining but not enough to unbalance things with the other players.</p><p></p><p>Typically, all of that gets longer than the mere sum. The party may be ready but one person will be doing stuff that they're willing to wait for. The rest go off and start their own projects and studying. The one person is finished but now everybody else is working on stuff so he begins a new project, etc. etc. I had one campaign (an elvish one) where the players were given a task by the queen and told to begin within the next two years. A suitably elvish thing which they would have no trouble with I figured. Two years later, they had not even left the city and the Queen's guards had to come and escort them outside the city gates because they were still busy learning spells and crafting items they thought they'd want on the adventure.</p><p></p><p>Another big one is simple travel time. It takes time to get form here to there which can take much longer very quickly. Rain can cut movement down to nothing or even make it impossible, thus prevent characters from leaving their camp or inn for days or weeks. Natural obstructions such as flooded rivers or snowed in mountain passes can do the same. Without snowplows, snow will make travel impossible in all but the shortest distances. Between snow in the winter and floods and mud caused by spring rains, travel (and therefore adventuring) might not even be possible for up to half the year in some regions.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1816303, member: 24969"] I like to draw out my campaigns in time. Here are some of the methods I use: The big time waster is training at low levels. To improve BAB, HP or other pre-existing abilities doesn't take any time as neither does actually gaining the level, but to learn anything new like a new skill or feat requires being taught in most cases. This can take days to months depending on what it is. After they get some money, they start wanting specially made items and those take time to make. Spell casters take the most time as it can take a long time to learn any new spells. Once they get higher level then making their own spells can take years which they might be willing to allow if its a really useful spell. For those people who don't have anyhting to do or wait for, I allow them to train with others for a cost (or favor) which gives a few XP per day doing so. Enough to keep them from complaining but not enough to unbalance things with the other players. Typically, all of that gets longer than the mere sum. The party may be ready but one person will be doing stuff that they're willing to wait for. The rest go off and start their own projects and studying. The one person is finished but now everybody else is working on stuff so he begins a new project, etc. etc. I had one campaign (an elvish one) where the players were given a task by the queen and told to begin within the next two years. A suitably elvish thing which they would have no trouble with I figured. Two years later, they had not even left the city and the Queen's guards had to come and escort them outside the city gates because they were still busy learning spells and crafting items they thought they'd want on the adventure. Another big one is simple travel time. It takes time to get form here to there which can take much longer very quickly. Rain can cut movement down to nothing or even make it impossible, thus prevent characters from leaving their camp or inn for days or weeks. Natural obstructions such as flooded rivers or snowed in mountain passes can do the same. Without snowplows, snow will make travel impossible in all but the shortest distances. Between snow in the winter and floods and mud caused by spring rains, travel (and therefore adventuring) might not even be possible for up to half the year in some regions. [/QUOTE]
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