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<blockquote data-quote="M_Natas" data-source="post: 9208050" data-attributes="member: 7025918"><p>One bandaid solution for this is using XP as a balancing tool ...</p><p>I think 4e did this, but am not sure: </p><p>The more encounters your have between long rests the more you get (like in multipliers).</p><p></p><p>So, to put that into 5e as a quick and dirty solution is, when ever you take a long rest, all XP you got till the start of the Level gets halved or a specific amount of XP gets removed (adjusted by level). By RAW except for the first levels, you need 2 to 3 adventuring days to get enough XP to gain a level - so you adjust the XP Reduction and XP you give so that that stays true. But when you take more long rests, Leveling up gets harder.</p><p>So for example:</p><p>You need 1000 XP for the next level.</p><p></p><p>Normal would be:</p><p>400xp trough adventuring - long rest - 100xp = 300xp, 400xp - long rest 100xp = 600xp, 500xp adventuring- long rest - 100xp = 1000 XP level up.</p><p>3 adventure days to level up.</p><p></p><p>Now, with the 5minute adventure day:</p><p>100xp adventuring- long rest - 100xp = 0 XP gained total.</p><p>So they will not level up at all.</p><p></p><p>More careful adventure day:</p><p>200xp trough adventuring - 100xp for long rest that's 100xp.</p><p>So they need 10 "adventuring days" to level up.</p><p></p><p>Like, that is a purley mechanical incentive with no inworld representation ...</p><p></p><p>Maybe the other way would be better ...</p><p> Getting a bonus for more encounters.</p><p>So of you only do one encounter, your XP is multiplied by 0,5. If you have two encounters the XP you gain is multiplied by 1, with 3 encounters with 1,5, 4 encounters with 2 and so on (0,5 multiplier per encounter more). </p><p>That sounds more positive.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9208050, member: 7025918"] One bandaid solution for this is using XP as a balancing tool ... I think 4e did this, but am not sure: The more encounters your have between long rests the more you get (like in multipliers). So, to put that into 5e as a quick and dirty solution is, when ever you take a long rest, all XP you got till the start of the Level gets halved or a specific amount of XP gets removed (adjusted by level). By RAW except for the first levels, you need 2 to 3 adventuring days to get enough XP to gain a level - so you adjust the XP Reduction and XP you give so that that stays true. But when you take more long rests, Leveling up gets harder. So for example: You need 1000 XP for the next level. Normal would be: 400xp trough adventuring - long rest - 100xp = 300xp, 400xp - long rest 100xp = 600xp, 500xp adventuring- long rest - 100xp = 1000 XP level up. 3 adventure days to level up. Now, with the 5minute adventure day: 100xp adventuring- long rest - 100xp = 0 XP gained total. So they will not level up at all. More careful adventure day: 200xp trough adventuring - 100xp for long rest that's 100xp. So they need 10 "adventuring days" to level up. Like, that is a purley mechanical incentive with no inworld representation ... Maybe the other way would be better ... Getting a bonus for more encounters. So of you only do one encounter, your XP is multiplied by 0,5. If you have two encounters the XP you gain is multiplied by 1, with 3 encounters with 1,5, 4 encounters with 2 and so on (0,5 multiplier per encounter more). That sounds more positive. [/QUOTE]
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