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A dozen levels in 6 months?
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<blockquote data-quote="Stormborn" data-source="post: 1368782" data-attributes="member: 14041"><p>In my current campaign the PCs started at first level and are currently about one enecounter away from 4th after about 3 months of in game time. They are operating out of a city and have no more than a days travel when they have to leave it. There has been some noted down times for training, but in the past i have used a rule that basically said if you were gaining a level in the same class your "training" was adventuring. If you were planning on taking a different class next level you had to tell what it was and how you were going to learn to be that. Unless it was a class held by another PC, who could theoretically give you lessons as you went, you had to do it between adventures.</p><p>However, my players tend to be more roleplay oriented, and so have good story reasons for what their characters do and become. So the mechanics of it aren't really a big deal. Right now I want them to advance fairly quickly, and have been throwing things at them right and left, afte the next phase of the adventure there will be longer periods between levels (lots of travel time, although they don't know it yet.)</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1368782, member: 14041"] In my current campaign the PCs started at first level and are currently about one enecounter away from 4th after about 3 months of in game time. They are operating out of a city and have no more than a days travel when they have to leave it. There has been some noted down times for training, but in the past i have used a rule that basically said if you were gaining a level in the same class your "training" was adventuring. If you were planning on taking a different class next level you had to tell what it was and how you were going to learn to be that. Unless it was a class held by another PC, who could theoretically give you lessons as you went, you had to do it between adventures. However, my players tend to be more roleplay oriented, and so have good story reasons for what their characters do and become. So the mechanics of it aren't really a big deal. Right now I want them to advance fairly quickly, and have been throwing things at them right and left, afte the next phase of the adventure there will be longer periods between levels (lots of travel time, although they don't know it yet.) [/QUOTE]
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