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General Tabletop Discussion
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4th edition's default rate of advancement
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<blockquote data-quote="NewfieDave" data-source="post: 3963119" data-attributes="member: 56969"><p>The best houserule ever adopted by my D&D group was totally removing experience from the game. In our campaigns, the DM simply tells you when you level up. It removes a huge chunk of bookkeeping from the game, and it allows campaigns to progress at the speed that feels right to the DM. It also lets us ignore XP costs on spells/crafting items, which have never made sense to me. Best of all, it lets us rapidly advance our characters (usually gain a level every 1-2 sessions) since our play group has a very limited amount of time when everybody is available to play.</p><p></p><p>Despite my love for our houserule, this is not the approach I would take with the 4e rules if I was in charge. Experience rules are needed in the DMG, because a novice DM could have difficulty judging when giving out a level is appropriate. What I would suggest would be a variant rule sidebar that states something like this:</p><p></p><p>"Keeping track of experience can result in heavy bookkeeping that slows the game down. A simpler method of character advancement is to eliminate experience. The player's characters gain levels at the DM's discretion (usually after the party achieves an appropriate goal, such as completing a mission/adventure). This method is not recommended for beginners, but allows an experienced DM greater control over the rate of character advancement. Groups looking for a fast-paced campaign might enjoy gaining a level every 1-2 sessions, while groups with more time to play out a long campaign might prefer gaining a level every 4-6 sessions."</p></blockquote><p></p>
[QUOTE="NewfieDave, post: 3963119, member: 56969"] The best houserule ever adopted by my D&D group was totally removing experience from the game. In our campaigns, the DM simply tells you when you level up. It removes a huge chunk of bookkeeping from the game, and it allows campaigns to progress at the speed that feels right to the DM. It also lets us ignore XP costs on spells/crafting items, which have never made sense to me. Best of all, it lets us rapidly advance our characters (usually gain a level every 1-2 sessions) since our play group has a very limited amount of time when everybody is available to play. Despite my love for our houserule, this is not the approach I would take with the 4e rules if I was in charge. Experience rules are needed in the DMG, because a novice DM could have difficulty judging when giving out a level is appropriate. What I would suggest would be a variant rule sidebar that states something like this: "Keeping track of experience can result in heavy bookkeeping that slows the game down. A simpler method of character advancement is to eliminate experience. The player's characters gain levels at the DM's discretion (usually after the party achieves an appropriate goal, such as completing a mission/adventure). This method is not recommended for beginners, but allows an experienced DM greater control over the rate of character advancement. Groups looking for a fast-paced campaign might enjoy gaining a level every 1-2 sessions, while groups with more time to play out a long campaign might prefer gaining a level every 4-6 sessions." [/QUOTE]
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