Dragonlance "You walk down the road, party is now level 2."

Did you use the board game with it to resolve the battles?
No. I played a couple of the board game scenarios solo, but we played online and there wasn't an online version of the boardgame as far as I could see.

Regardless, it's a mismatch to the D&D campaign. You spend a lot of time setting up and playing the board game, which rather wrecks the pacing of the D&D game. Also, player numbers. The board game is for 2-5 players, the RPG adventure is for 5-7 (including DM!)

The boardgame is solid on its own, despite poor components - but rarely of great use for the D&D gamer.
 

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Pacing is often an excellent reason to use story-based levelling. Relying on XP often means a lot of bloated encounter sections with encounter after meaningless encounter, just because you need to hit the XP budget. (You may be familiar with a few Paizo APs that fit that description).

When pacing falls down in a story-based levelling adventure, it's normally down to the overall adventure structure.

The trouble with using story-based levelling is that it doesn't reward side content very well. Wizards of the Coast (especially) have trouble with giving rewards. No magic items, no boons. Occasionally gold - but gold is mostly worthless in their campaigns.

I know my players are a lot more appreciative of doing side content and getting XP for it. It's tricky in the more linear adventure paths, because they can over-level.

But for a more non-linear experience like Drakkenheim or Curse of Strahd? Fantastic!

Tyranny of Dragons I think works best with story-based levelling. Curse of Strahd with XP.

Cheers!
Interestingly I've actually had success with using a hybrid milestone/XP levelling system. Yes, as weird as that sounds.
 



In my attempt to try 5.5 I was trying to decide between running the Dragonlance Adventure or the Planescape one.

I was heavily considering the Planescape one when I noticed that it starts at level 3. I was wanting to give my group the full 5.5 experience by starting at level 1 and heading up from there.

Well the Dragonlance one starts at level 1. Well okay that works. Not my first choice but I do like Krynn.

"Level 1" is literally walk down a road. Maybe fight 2-4 guys. DING Level 2. Even if I wasn't running Milestone there is no way to get XP for that aside from just handing them story xp for reasons.

Next chapter is basically wandering around a town and talking to NPCs. Maybe go fishing. A battle erupts and they actually have an encounter or 2. One a boss monster (more or less). At the end of the day DING Level 3.

This is basically level 1-5. Also, keeping in mind these 1-2 battles vs full up Heroes who can just "go nova".

1-2 walking, light battle
3-4 Fishing and light battle
3-4 is maybe 2-4 encounters after some talking
4-5 is mostly talking with about 3 encounters near the end
5+ seems to be when the actual adventuring starts.

WTH?

Also it would seem to slow the game down to after an hour "Okay your level 2, change your sheets." 45 later "Okay your level 3 change your sheets." 30 minutes later "Your level 4 change your sheets." etc.

Just start the game at 5.

Just wild IMO.

Is this normal now? I get 5E is meant more for telling stories then roaming dungeons but man the first 5 levels are just handed out for more or less free.
If you have an issue with the pace of leveling, just add more encounters. My group levels much slower than normal. It took has something like (6) 4-hour sessions to get to level 2 (and the is not including the 2 sessions at level 0).
 

I'm kind of surprised people aren't more mad at paying $50 for half of an actual adventure, if even that. "It's level 1-10 but really it's 5-10."
I don't use published adventures, but it took my group something like 18-24 months of game play to get from level 5 to 10. So that could be pretty good bang for the buck!

Also, everyone has different price points. I never play published adventures but I have purchased almost all of the 5e ones just for the monsters and encounter ideas. Besides I could spend thousands on D&D (I don't) and it would still be good bang for the buck. I mean $50 got me two movie tickets and some refreshments the other day and that was only 2hrs of bad entertainment!
 

I don't use published adventures, but it took my group something like 18-24 months of game play to get from level 5 to 10. So that could be pretty good bang for the buck!

Also, everyone has different price points. I never play published adventures but I have purchased almost all of the 5e ones just for the monsters and encounter ideas. Besides I could spend thousands on D&D (I don't) and it would still be good bang for the buck. I mean $50 got me two movie tickets and some refreshments the other day and that was only 2hrs of bad entertainment!
Hey man, give me $50 next time. I have no problem disappointing people (my parents especially) for any length of time.
 


Several folks have tried to dismiss the need for slower leveling by experience by suggesting the gm just give less experience for them to just use milestone leveling to slow it. Both of those options strip the benefits of experience point leveling or create new problems though.

With an experience point system and reasonable players the gm Is able to do things like give a player an extra little reward for things they do that are especially noteworthy or deserving of merit. In a linear progression those might stack up into outsized gains, but with each level taking roughly double the one before it they mostly melt away into maybe a session or two early advancement rather than multiple levels from bonus xp. If the gm is giving out a fraction of experience that reduces how much the gm can award as bonus xp and increases the time between advancement for very (in)competent play. When the gm is awarding a variable fraction to do secret milestone under do it makes those bonus xp awards either meaningless or incredibly effective depending on how and if they are reduced against the variably reduced XP from adventuring.

Milestone advancement by comparison not only removes the bonus xp option from the GM's toolkit, it also creates a situation where the gm needs to either channel comic book guy from the Simpsons if a player is regularly behaving in ways that cause disruption§ rather than rewarding a second player who is picking up the slack to minimize disruption.

These disruptions are not simply because life unexpectedly happened, there are literally people who feel it is reasonable for a player to come to the table with an attitude of I think "don't expect anything from me" is the default and if you want something else you need to state it." should be the default expectation.
The impact of milestone leveling on enabling disruptive player behavior to cause disruption when an attitude of "I showed up" is the one they take doesn't stop there though because under milestone leveling the disruptive player is carried forward remaining equal in level rather than slowly falling behind to a position where they are expected to carry less and less of the party's load when things are on the line. Under leveling by XP If the disruptive player notices a growing level gap and questions it then the discussion is one about the faults they are in need of improving in and how those faults impact everyone else at the table rather than why comic book guy gm needs to boot them out of frustration. If the disruptive player is unwilling to do anything about that and chooses to find another table then it's easier for everyone else.

When the gm is just following the table then it is what it is for "wow I see myself getting closer " excitement... When the gm is manipulating the table's xp input gains it becomes "wow I wonder how far I am from some nebulous maybe unknowable target". Likewise if the gm needs to create a whole new table it's not longer a thing players can reference in the book and (ime) has a habit of leading to "oops I forgot and was using the one in the book"as the solution chosen by those disruptive players meeting the "find out" part of FaFo.

§ any number of things from unreasonable tardiness/absence unpreparedness etc.. there are practically tropes about disruptive impact of "I showed up" players.
 
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In my attempt to try 5.5 I was trying to decide between running the Dragonlance Adventure or the Planescape one.

I was heavily considering the Planescape one when I noticed that it starts at level 3. I was wanting to give my group the full 5.5 experience by starting at level 1 and heading up from there.

Well the Dragonlance one starts at level 1. Well okay that works. Not my first choice but I do like Krynn.

"Level 1" is literally walk down a road. Maybe fight 2-4 guys. DING Level 2. Even if I wasn't running Milestone there is no way to get XP for that aside from just handing them story xp for reasons.

Next chapter is basically wandering around a town and talking to NPCs. Maybe go fishing. A battle erupts and they actually have an encounter or 2. One a boss monster (more or less). At the end of the day DING Level 3.

This is basically level 1-5. Also, keeping in mind these 1-2 battles vs full up Heroes who can just "go nova".

1-2 walking, light battle
3-4 Fishing and light battle
3-4 is maybe 2-4 encounters after some talking
4-5 is mostly talking with about 3 encounters near the end
5+ seems to be when the actual adventuring starts.

WTH?

Also it would seem to slow the game down to after an hour "Okay your level 2, change your sheets." 45 later "Okay your level 3 change your sheets." 30 minutes later "Your level 4 change your sheets." etc.

Just start the game at 5.

Just wild IMO.

Is this normal now? I get 5E is meant more for telling stories then roaming dungeons but man the first 5 levels are just handed out for more or less free.
I’ve recently started a campaign - Dungeons of Drakkenheim.

At level 1, the players travelled to the city. Dealt with a bandit ambush on the road. Dealt with a set of fellow adventures and a minor combat encounter that ensued. Explored the starter homebase settlement having interaction with several NPCs. Explored a non-combat location with a couple of puzzles. Made their first foray into the city and made it out alive. Having one combat encounter and one roleplay encounter. The whole thing took about 6 hours and got them just above level 2.

It felt about right to be honest. The second session took them the rest of the way to three and featured four or five combat encounters, three roleplay encounters and again, about 6 hours.

I was running XP straight by the book. Awarding combat encounters as written and giving story awards equal to the party CR for meaningful roleplay encounters and achievements.
 
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