Upper_Krust
Legend
Hey there! 
One way to do this would be to cap advancement rate in months equal to the next level.
Therefore it would take 1 month to get to 1st, a further 2 to get to 2nd, 3 to get to 3rd etc.
1st = 1 month training
2nd = 3
3rd = 6
4th = 10
5th = 15 (1 year, 3 months)
6 = 21 (1 year, 9 months)
7 = 28 (2 years, 4 months)
8 = 36 (3 years)
9 = 45 (3 years, 9 months)
10 = 55 (4 years, 7 months)
20 = 190 (15 years, 10 months)
What you could then do is change the EXP tables so that the current formula gives you the EXP needed for a months worth of adventuring.
Which means you would need the experience points of a 3rd Ed. 10th-level character to actually reach 4th-level.
However, while more realistic, is that necessarily more fun?
There needs to be an incentive. One possibility would be to make each level mean less overall (but I think that would feel unsatisfactory). Yet another is to make the starting character far tougher* (se the Hit Dice rules below for starters).
*I seem to remember the WEG Star Wars d6 was a lot like this.
I already solved that problem by introducing rules which assign Hit Dice by mass into the Immortals Handbook - Epic Bestiary.
A creature gets assigned hit dice equal to half its height in feet.
e.g. An orc gets 3 HD, an Ogre gets 4 HD, a Hill Giant gets 5 HD.
If the creature's two biggest dimensions are roughly equal (like a horse or elephant), then it gets assigned Hit Dice equal to 2/3rds its largest dimension in feet.
If the creature is roughly equal in all dimensions (like a Beholder), then it gets assigned Hit Dice equal to its largest dimension in feet.
Using these rules, a normal human would start with 3 HD. Which means a mob/army of humans is a lot tougher.
These rules do not apply to Fey, Outsiders or Intelligent Undead. Nor do they apply to Constructs...who have Hit Dice equal to the (minimum?) caster level.

ironregime said:For some time I have had nagging doubts about what the heck xp and levels represent, and what the effect on the game would be if PCs didn't advance so... obviously. Related to this are a lot of unrealistic and yet all-too common situations in D&D games:
- Campaigns that span a few weeks of game time and result in PCs with levels higher than their age... (Does it strain credulity for someone to leave his village an inept peon and return a month later as the most skilled warrior in the kingdom? So what if he went through the whole Age of Worms adventure path; how much could he actually learn in so short a time that experts who have spent their whole lives could not?)
One way to do this would be to cap advancement rate in months equal to the next level.
Therefore it would take 1 month to get to 1st, a further 2 to get to 2nd, 3 to get to 3rd etc.
1st = 1 month training
2nd = 3
3rd = 6
4th = 10
5th = 15 (1 year, 3 months)
6 = 21 (1 year, 9 months)
7 = 28 (2 years, 4 months)
8 = 36 (3 years)
9 = 45 (3 years, 9 months)
10 = 55 (4 years, 7 months)
20 = 190 (15 years, 10 months)
What you could then do is change the EXP tables so that the current formula gives you the EXP needed for a months worth of adventuring.
Which means you would need the experience points of a 3rd Ed. 10th-level character to actually reach 4th-level.
However, while more realistic, is that necessarily more fun?
ironregime said:- Wide disparity in the power level of NPCs with no outward way to judge... (sure, smart PCs can tell low-HD monsters from high-HD ones, but how are they supposed to know whether the old hermit NPC is a crazy 1st level commoner or a 12th level sorcerer?)
- High-level retired adventurers who are barkeeps but are just as sharp and skilled as they were decades ago... (How come their skills don't deteriorate from non-use?)
Is it possible to imagine D&D without advancement? What would happen if your group simply decided on the level at which they wanted to play, and just started playing, without tracking xp?
Is it possible to imagine D&D without levels... or more to the point, without large disparities in skill between anyone and anyone else? Would this still be considered a heroic game or would you classify this as gritty/realistic?
There needs to be an incentive. One possibility would be to make each level mean less overall (but I think that would feel unsatisfactory). Yet another is to make the starting character far tougher* (se the Hit Dice rules below for starters).
*I seem to remember the WEG Star Wars d6 was a lot like this.
ironregime said:To a lesser extent, the thoughts above apply to monsters with hit dice as well. Hypothetically speaking, there's nothing in the rules saying a DM couldn't design a normal-looking bunny with 24 HD and a +35 base attack bonus, right? That's an extreme example, but reduce it to 2 HD and it's still arbitrary.
Thoughts and opinions anyone?
I already solved that problem by introducing rules which assign Hit Dice by mass into the Immortals Handbook - Epic Bestiary.
A creature gets assigned hit dice equal to half its height in feet.
e.g. An orc gets 3 HD, an Ogre gets 4 HD, a Hill Giant gets 5 HD.
If the creature's two biggest dimensions are roughly equal (like a horse or elephant), then it gets assigned Hit Dice equal to 2/3rds its largest dimension in feet.
If the creature is roughly equal in all dimensions (like a Beholder), then it gets assigned Hit Dice equal to its largest dimension in feet.
Using these rules, a normal human would start with 3 HD. Which means a mob/army of humans is a lot tougher.
These rules do not apply to Fey, Outsiders or Intelligent Undead. Nor do they apply to Constructs...who have Hit Dice equal to the (minimum?) caster level.