Level Advancement and In-Campaign Time

Irda Ranger

First Post
I've run and played a couple 5E campaigns now, and one thing that bothers me a bit (and this bothered me in 3E too) is how quickly players advance through the levels relative to the passage of time within the campaign world. At standard number of encounters per day or per adventure, and using the guide for how adventured are packed together the way the hardcover campaigns pack them in, you can advance from Level 1 to Level 20 inside an in-campaign year.

If you think about, that's crazy! Not only is that now how real life works, that's not even how any of the fiction that D&D is based on works. Aragorn wandered the Wild for decades. Conan became a King as an old man. Paksenarrion was on campaign for years. The companions that met at the Inn of the Last Home had been separated for five years.

Adventures should be spaced out. The timing is yearly or seasonal, not penciled into a day calendar.

So I want to share what I have done recently, and I think is working quite well:

1) PCs do not advance in level during an adventure. The level you start the adventure in is the level you are for that adventure. (The exception is Levels 1-3. Arguably, 5E characters aren't fully themselves at Level 1, so you can advance up to Level 3 within an adventure).

2) Extended periods of downtime between adventures/levels. The default assumption is that you have a role in the campaign world (usually related to your Background), and that's what you spend most of the time doing. There aren't professional adventurers who are adventuring all the time. Adventures are something you go on when the opportunity arises. Like Bilbo's journey to the Lonely Mountain, or Flint Fireforge letting his smithy go cold.

3) Level up two levels between adventures. Adventures start at Levels 1, 5, 7, 9, etc.

4) Give players the flexibility to go on side-quests during the off season, or craft items, or start building a castle or temple or something. Stuff that takes weeks, months, or years. You can get started with that at the Level 3-5 downtime. No need to wait for when the PC is retired and no one cares anymore.

5) Introduce the trope that there's a mechanism why which the gang gets back together. "Evil is afoot. Old allies need your help. Meet me in Palanthus on the 1st of April."

This has a number of benefits.

A) Fictionally, this seasonable timing is just more believable in a lot of ways. It's actually a suspension of disbelief that someone can become a master of their craft in a month.

B) It gives the world time to grow and react to the things the PCs do. When they're level 7 they can return to the castle they cleared of monsters at levels 3 or 5 and see that people have moved in and resettled the area. The songs of their heroic deeds have time to be composed and precede them. Their enemies have time to lay and grow more complex plots to stop them. Etc.

C) No tracking XP! Just don't even worry about it.

D) Opens up new parts of the game, like strongholds or extended research and crafting.

E) Allows players to switch out PCs within the fiction. Tired of that human fighter? I guess she joined the Blue Dragonarmy during the years of separation. But look, a cleric has walked into the Inn and needs our help.

F) Episodic campaigns. This is preference, but if you share this preference for smaller, more episodic adventures rather than grand campaign arcs, this arrangement is perfect.
 

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I have long suggested that a Long Rest be defined as "between adventures" in order to prevent cheesing of the system. It also makes sense that you could recover from almost any wound, if you took it easy for a year.

I would recommend not advancing two levels at a time, but that's just me.
 

Oofta

Legend
I generally look at my campaigns as chapters, or books in a series. The small campaign arcs get resolved and then there is a period of time until the next part of the story picks up again. PCs almost never level up during a single "chapter" and months or years can happen between chapters.

What happens between chapters is largely up to the PCs. If they want to build a castle, research a spell or simply spend all their money on gambling and good times, it's completely up to them.

Even during a chapter, there may be weeks or months of downtime. I use the alternate rest rules (short rest is overnight, long rest is a week or more) so if the group wants a long rest there's going to be a passage of time in there.

So pretty similar to what you're suggesting. However I generally don't skip levels and frequently my campaigns have over-arching themes. It really depends on the group and how the campaign is going. I've even set aside PC group A aside for a while to play PC group B as a change of pace if people want some variety.
 

Flexor the Mighty!

18/100 Strength!
#hitting20by20.

Most AP's and long campaign arcs aren't filled with downtime I assume the game world is filled with late teens/early 20 kids casting wish spells and wearing tattoos saying "I smoked demogorgon".
 

Irda Ranger

First Post
Most AP's and long campaign arcs aren't filled with downtime I assume the game world is filled with late teens/early 20 kids casting wish spells and wearing tattoos saying "I smoked demogorgon".
That's literally what it would be like if you followed the logic of the published adventures! It's a trope that if you seek out the Sage of Shadowdale that he's an old man, but in Rise of Tiamat-world he could be 25.

As currently published, D&D does a better job modeling the level advancement you find in video games than in the literary fiction that originally spawned the game. I think that's a mistake, although I'm sure many people are fine with it / don't care.
 

That’s one thing that’s bothered me for a long time. By the tables of 1e/2e, it was possible to have a 20th level 16-year-old fighter, because no one bothered to do anything about the passing of time. I tried keeping a real-time calendar that included time spent adventuring, time spent healing, and anything else. But that became too burdensome. I tried just saying that everyone aged a year per level gained. While that got easier with newer editions, it still didn’t feel quite right.

In the end, these days I just don’t bother. Unless a character is very old or very young, I leave the whole issue alone.
 

Tyler Do'Urden

Soap Maker
Well, there is fiction that moves THAT fast:

Wheel of Time.

The entire duration of that massive epic, from leaving the Two Rivers to the battle of Tarmon Gai'don, was a whopping two years and seven months. Rand Al'Thor goes from 1st to 20th before he's old enough to drink.

So either one works; just depends what pace you prefer...
 

Tony Vargas

Legend
I've run and played a couple 5E campaigns now, and one thing that bothers me a bit (and this bothered me in 3E too) is how quickly players advance through the levels relative to the passage of time within the campaign world. At standard number of encounters per day or per adventure, and using the guide for how adventured are packed together the way the hardcover campaigns pack them in, you can advance from Level 1 to Level 20 inside an in-campaign year.
In little more than a month if every single day is a full-throttle adventuring day.

You can change the pacing by using the variant that makes short rests 8 hours and long rests 1/week. That'll draw out campaign time.
You can also make extensive use of Downtime rules, including adding challenges or objectives that can only be accomplished by using downtime days rather than through conventional adventuring.

1) PCs do not advance in level during an adventure. The level you start the adventure in is the level you are for that adventure. (The exception is Levels 1-3. Arguably, 5E characters aren't fully themselves at Level 1, so you can advance up to Level 3 within an adventure).

2) Extended periods of downtime between adventures/levels.
You could put those together and have a number of downtime days needed to level. Like old-school training. It could be 1 day per current or new level, or it could be cumulative. 2 days to reach 2nd, 5 to reach 3rd, 9 to reach 4th, etc...
 

Irda Ranger

First Post
Well, there is fiction that moves THAT fast:

Wheel of Time.
I love the WoT, but that part actually bothered me. It was sort of hand-waived away that the protagonists were all Ta'veren / chosen by the Light / agents of the Pattern, or whatever. But people progressed in skill in weird ways. Like Matt went from unassuming farmboy to quarterstaff super-ninja overnight with just a throwaway line about how he used to win the village staff-fighting contests as a boy. Um, okay, I guess practicing against farmboys lets you take on the two best warder students at the same time while you're sick. <hand jerk motion>

Everyone in Wot who wasn't one of the half-dozen main young protagonists advanced more like the way I'm describing. Lan took decades to become the best swordsman in the world. The non-protagonist Aes Sedai studied at the Tower for decades or even over a century. Etc.
 

Irda Ranger

First Post
You can change the pacing by using the variant that makes short rests 8 hours and long rests 1/week. That'll draw out campaign time.
I'm not actually trying to change the pace of individual adventures or how healing works.

You could put those together and have a number of downtime days needed to level. Like old-school training. It could be 1 day per current or new level, or it could be cumulative. 2 days to reach 2nd, 5 to reach 3rd, 9 to reach 4th, etc...
1) I want months or years, not three days.
2) Ugh, more details and bookkeeping. No one got time for that.
3) Narratively, "Next Spring" is fine. I don't need my players saying "Sorry, I can't go on an adventure until at least the 15th of May".
 

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