D&D 5E Campaign Pacing

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(He, Him)
So if I understand this correctly, in a standard adventure a player will level before they even take a single long rest (average a little under a day to level). Now...that is quick!
Levelling 1-2, 2-3 and 19-20 per RAW could take one adventuring day. Assuming XP is awarded at the end of each encounter (implied by DMG 260) and that characters level up immediately they satisfy the XP cost (implied by PHB 15) then you're right: they won't even take a single long rest.

Advancing most levels spans more than one adventuring day. I use the DMG proposal that levelling up requires downtime, meaning that levelling up even in the fastest case means taking at least one long rest.

For clarity, nothing locks an adventuring day to a calendar day. The "Gritty Reality" rules in the DMG expand it out to a week.
 

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Scary

Explorer
One of the interestingly entangled aspects of 5th edition are the guidelines on Campaign Pacing. It's elements are short rests and long rests (PHB 186), adventuring days (DMG 84), encounter XP thresholds (DMG 82), creature CR (MM 9), sessions (DMG 261), XP and levels (PHB 15). Character resources are tied to it. So I became curious about the implications of how it all joined up, for example how much XP worth of encounters are expected per session, and what might that mean for rests?

View attachment 89294

Behold, the Pacing Table!

A few interesting metrics (which can all be derived in multiple ways, so go with)


  • XP cost to level / adventuring day XP = days to level
  • XP cost to level / sessions to level = XP per session
  • adventuring day XP / XP per session = days per session
  • adventuring day XP / average encounter XP = encounters per day
  • encounters per day * days per session = encounters per session
  • XP per session / encounters per session * characters = XP per encounter

And a few interesting findings (per RAW, YMMV)


  1. it takes 33 adventuring days to level from 1 to 20
  2. it takes 51 sessions to level from 1 to 20
  3. it takes about 144 encounters to level from 1 to 20
  4. encounters must usually be hard, to make the guideline levelling pace
  5. there must be 2-5 encounters per 4-hour game session

Once we expect 144 encounters, we can make a statement like if a PC has a 1:100 chance of dying per encounter, then they're ~76% likely to die before 20th level. A 1:1000 chance produces ~13% chance to die before 20th level, which sounds fine until you recall that a party has four characters. In fact, I believe this gives us a big hint that allowing revival spells to play a role is a pretty good idea. But that's really a derail (into ToA!)

Hope this lends vim to your campaign.
Hello, is that a spreadsheet that can be downloaded?

Sent from my SM-G920W8 using EN World mobile app
 




Tony Vargas

Legend
So if I understand this correctly, in a standard adventure a player will level before they even take a single long rest (average a little under a day to level). Now...that is quick!
First and second level, yes, will each be over in one solid adventuring-day - and a darn good thing!
 

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