Saeviomagy
Adventurer
I always found that advancement pre-3e was much, much quicker, because every few sessions you'd pull off a "I can't believe we beat that" moment and level basically off of that one thing.
Which measn, I guess, that you prefer to change campaigns on a regular basis. Assuming weekly or near-weekly play, by the numbers you give here you'll hit your preferred level cap after about a year or 15 months...which to me is barely enough time to really establish a campaign and setting.I'd like to level up no faster than every 4 sessions, but no slower than every 6 sessions. And I'm not real insterested in leveling beyond 10th-12th level (in any edition).
I don't think that +1 isn't worthwhile, if it weren't worthwhile, nobody would pursue it. Yet they do. The issue now, at least in 3e, is the multitude of ways to get that +1 and the way they stack to produce much higher bonuses.
Others have made some obvious (but excellent) points:
- the expected level range across the various editions has increased by about 10 per recent edition (1e = 1-10, 2e = 1-it's hard to say, 3e = 1-20, 4e = 1-30) so even if all other things are equal levelling will be more frequent in 4e than any previous edition.
- the expected level range across the various editions has increased by about 10 per recent edition (1e = 1-10, 2e = 1-it's hard to say, 3e = 1-20, 4e = 1-30) so even if all other things are equal levelling will be more frequent in 4e than any previous edition.
- particularly in 3e, the party was assumed by design to be all roughly the same level, and it was very hard to break away from this without getting the lower-level types creamed at every turn. (I've no idea if 4e is also like this)
In our games we have been leveling every session or every second session. We play once a week for 4-12 hours. We level a bit too fast.Six sessions to level is slow for you? How fast were you leveling before and how long are your sessions?
This is a cool idea. I was in a 1 per 2wk game that was meant to be continuous. I can never remember all the crap that happened last game. It's frustrating.This model would make 2 per 2 wk or slower games a viable option.Monthly gaming is so hard on continuity anyway that I tend to not worry about advancement at all. or, rather, those monthly sessions should be self contained "episodes" where neither "story development" not "mechanical development" matter near as much as what's happening at the table at the time. You could even go so far, I think, as to create the characters in a range of levels and the DM picks the level for the next adventure. they are all "cannon" but the chronology can be mixed up (like the original publication of REH's Conan stories, frex).
This is a very good point. our games are tied to the university school year. That means a campaign is basically capped at 8 months. It never occurred to me to plan out my campaign to time actual levels with real-time. I approve! I'll be figuring out the level span I want to go for and I'll be adjusting play to cover that span in the 8 months. Thanks Lanefan!Which means, I guess, that you prefer to change campaigns on a regular basis. Assuming weekly or near-weekly play, by the numbers you give here you'll hit your preferred level cap after about a year or 15 months...which to me is barely enough time to really establish a campaign and setting.![]()
Depends on your definition of "campaign." To me, a campaign is basically a set of PCs doing their thing(s) for an extended time. (For example: a set of PCs going through the Temple of Elemental Evil, then the Giants series, then the Drow series.)Lanefan said:Which measn, I guess, that you prefer to change campaigns on a regular basis. Assuming weekly or near-weekly play, by the numbers you give here you'll hit your preferred level cap after about a year or 15 months...which to me is barely enough time to really establish a campaign and setting.
I'd be satisfied with a campaign that lasted a year to a year and a half of regular, weekly play. Those PCs could retire, and then we could play their underlings or children or some such in the same setting.
It's not that I want to stop playing the PC(s) after a year or so, but in my experience, going longer than a year and a half is a rare thing; it can't be planned on. Real life interferes, PCs die off, and/or people want to try other games.
Depends on your definition of "campaign." To me, a campaign is basically a set of PCs doing their thing(s) for an extended time. (For example: a set of PCs going through the Temple of Elemental Evil, then the Giants series, then the Drow series.)
I'd be satisfied with a campaign that lasted a year to a year and a half of regular, weekly play. Those PCs could retire, and then we could play their underlings or children or some such in the same setting.
It's not that I want to stop playing the PC(s) after a year or so, but in my experience, going longer than a year and a half is a rare thing; it can't be planned on. Real life interferes, PCs die off, and/or people want to try other games.
Bullgrit
Don't you get bored?
Not if the characters and adventures are interesting. We've gone 3-10 years on a number of campaigns.
And if we start to get a little bored, we can take a break with another game for a few months, and then come back.