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*TTRPGs General
30th level at 21
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<blockquote data-quote="TerraDave" data-source="post: 2273776" data-attributes="member: 22260"><p>I used <em>exactly</em> the same rule in my long running 2nd edition campaign. Eery, I guess great minds do think alike <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>In my current campaign, it is 10 days to train for a new level. But I allow for additional training for additional XP. This is meant to be flexible while encouraging downtime. And not letting advancement drag in <em>real time</em>. So far it has worked ok.</p><p></p><p>One thing I think is important to establish is that there is a difference in game time and real time, and be carefull using downtime for other purposes: it can be good to do some role playing and to drain some gold from the PCs. But if they see dowtime cutting too much into adventuring, and their resources, they will avoid it.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 2273776, member: 22260"] I used [I]exactly[/I] the same rule in my long running 2nd edition campaign. Eery, I guess great minds do think alike :cool: In my current campaign, it is 10 days to train for a new level. But I allow for additional training for additional XP. This is meant to be flexible while encouraging downtime. And not letting advancement drag in [I]real time[/I]. So far it has worked ok. One thing I think is important to establish is that there is a difference in game time and real time, and be carefull using downtime for other purposes: it can be good to do some role playing and to drain some gold from the PCs. But if they see dowtime cutting too much into adventuring, and their resources, they will avoid it. [/QUOTE]
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