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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How to reach 20th Level in 45 days — An analysis of "adventuring day" per character level
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<blockquote data-quote="Ondath" data-source="post: 8712551" data-attributes="member: 7031770"><p>I remember reading a few years ago a blog post that analysed 5e's encounters per level calculations and reached a similar conclusion, and I believe this is intentional: The designers realised that the game's "sweet spot" (where you fight the most iconic monsters with a selection of abilities that is diverse but not mind-bogglingly large) was around levels 5-10, so the exp curve slows down considerably once you get there to keep you in that sweet spot for as long as possible in a campaign. Levels 11+ onwards are similarly very quick so that you can breeze through the mechanically complicated parts and get to reality-bending powers fairly quickly. </p><p></p><p>I've personally been using this in my adventure design and it's been largely successful. While I understand those who don't want to bother with exp, I think good exp mechanics are really important to give the players a sense of progression and feeling like their actions are directly causing them to grow in power. In the game I'm DMing, the players eagerly wait the exp totals of the night and start getting excited when a new level is just around the corner. You just couldn't get that visceral "me likey that number go up" reaction without an exp system. Granted, I don't give exp for monsters but for overcoming quest-related obstacles (be they social, exploration or combat) and completing objectives so I did modify the system considerably, but I really wish 5e's poor execution didn't cause everyone to abandon a good system altogether.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8712551, member: 7031770"] I remember reading a few years ago a blog post that analysed 5e's encounters per level calculations and reached a similar conclusion, and I believe this is intentional: The designers realised that the game's "sweet spot" (where you fight the most iconic monsters with a selection of abilities that is diverse but not mind-bogglingly large) was around levels 5-10, so the exp curve slows down considerably once you get there to keep you in that sweet spot for as long as possible in a campaign. Levels 11+ onwards are similarly very quick so that you can breeze through the mechanically complicated parts and get to reality-bending powers fairly quickly. I've personally been using this in my adventure design and it's been largely successful. While I understand those who don't want to bother with exp, I think good exp mechanics are really important to give the players a sense of progression and feeling like their actions are directly causing them to grow in power. In the game I'm DMing, the players eagerly wait the exp totals of the night and start getting excited when a new level is just around the corner. You just couldn't get that visceral "me likey that number go up" reaction without an exp system. Granted, I don't give exp for monsters but for overcoming quest-related obstacles (be they social, exploration or combat) and completing objectives so I did modify the system considerably, but I really wish 5e's poor execution didn't cause everyone to abandon a good system altogether. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How to reach 20th Level in 45 days — An analysis of "adventuring day" per character level
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