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<blockquote data-quote="Reynard" data-source="post: 7580068" data-attributes="member: 467"><p><a href="http://www.enworld.org/forum/showthread.php?657931-Removing-Hit-Points-from-the-Game" target="_blank">In another thread</a>, I sort of landed on the idea that the one thing I don't like about D&D in general and 5E in particular is how leveling changes the game and forces the game world to change along with the PCs.</p><p></p><p>I don't want to rehash that argument. Rather, let's assume for the sake of this discussion that I make the following rule for my next long term campaign: Characters will start at third level and gain XP very slowly in both real time and game time, such that PCs will gain levels at a rate of about one per real world year (which might map to, say, five or ten years in play). I do not intend to "soft level" by giving out Feats or spell slots or any features otherwise reserved for level gain.</p><p></p><p>BUT the idea of rewards (aside form the pure fun of play, of course) are baked into D&D. Keeping in mind that my main goal is to make it so that the elements present in the setting on day 1 are viable on day 750, and that PCs do not "outgrow" their position in the world or break the previously established boundaries of the setting, what kinds of rewards in play do you think would keep players happy? What kind of character development and "advancement" can exist aside from level gain to reinforce the goal while still giving players a sense of accomplishment and growth?</p><p></p><p>Also note that it doesn't matter if the PCs start at 3rd or 13th. While I personally prefer a more grounded campaign, that element isn't inherent in the question. What's important is the consistency of experience across the breadth of the campaign.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Reynard, post: 7580068, member: 467"] [URL="http://www.enworld.org/forum/showthread.php?657931-Removing-Hit-Points-from-the-Game"]In another thread[/URL], I sort of landed on the idea that the one thing I don't like about D&D in general and 5E in particular is how leveling changes the game and forces the game world to change along with the PCs. I don't want to rehash that argument. Rather, let's assume for the sake of this discussion that I make the following rule for my next long term campaign: Characters will start at third level and gain XP very slowly in both real time and game time, such that PCs will gain levels at a rate of about one per real world year (which might map to, say, five or ten years in play). I do not intend to "soft level" by giving out Feats or spell slots or any features otherwise reserved for level gain. BUT the idea of rewards (aside form the pure fun of play, of course) are baked into D&D. Keeping in mind that my main goal is to make it so that the elements present in the setting on day 1 are viable on day 750, and that PCs do not "outgrow" their position in the world or break the previously established boundaries of the setting, what kinds of rewards in play do you think would keep players happy? What kind of character development and "advancement" can exist aside from level gain to reinforce the goal while still giving players a sense of accomplishment and growth? Also note that it doesn't matter if the PCs start at 3rd or 13th. While I personally prefer a more grounded campaign, that element isn't inherent in the question. What's important is the consistency of experience across the breadth of the campaign. Thanks! [/QUOTE]
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