pming
Legend
Hiya!
A couple things...
"I didn't until I did some number crunching". Ah-ha! There's yer problem, son. You got your fancy number-wranglin' mixed up with the nebulous vagaries of imaginative play.
Seriously though...in ANY roleplaying game, numbers rarely match up with actual play experience. Rarely.
At any rate...I think you are missing the forest through the trees, so to speak. Here's a question for you: Do your players walk away from the table happy and ready for next session? Yes? Ok, then you're doing it right. Who cares if it takes longer, or shorter than whatever is recommended in the books.
Gaining levels is not, contrary to popular belief, the end-all and be-all of playing an RPG. The real reward for playing an RPG is sitting around a table, laughing with friends, and playing make-believe to create a story everyone will remember to their death-bed.
I didn't read your whole blog...but it looked to me like you put waaaaay to much time into thinking about this. Your entire "fix" isn't a fix; it's just a different way of handling XP. The current way it is in the books isn't broken...it works just fine (as many others in the thread have mentioned).
I never 'design adventures' for any mechanical reasons. I write adventures. I mean, I'm not going to suddenly stop putting goblins into the goblin caves because the "xp budget for the PC's levels" has been reached. I have 14 more caves, with a small training cave, a goblin-gladiatorial pit-fighting arena, and a cave for visiting "dignitaries" with an envoy of two ogres from nearby Two-Deaths-Gorge and their pet worg. Likewise, if the PC's start exploring a small, three-cave area with a single, crazed, hobgoblin witchdoctor in it...and that takes 2 hours of play time due to in-character roleplaying...I'm not going to suddenly drop a hill giant on them so they can get enough XP to reach the "adventure session budget".
In all honesty...I am at a loss for why this sort of thing seems even remotely important to a campaign.
^_^
Paul L. Ming
You may not realize that 5e's XP and advancement system has some inherent problems. I didn't until I did some number crunching. The biggest problem is that encounter difficulty does not always correlate with the xp payout for the encounter.
I explain the problems and propose a solution in this episode (and accompanying blog post) of my Game Master's Journey podcast.
A couple things...

"I didn't until I did some number crunching". Ah-ha! There's yer problem, son. You got your fancy number-wranglin' mixed up with the nebulous vagaries of imaginative play.

At any rate...I think you are missing the forest through the trees, so to speak. Here's a question for you: Do your players walk away from the table happy and ready for next session? Yes? Ok, then you're doing it right. Who cares if it takes longer, or shorter than whatever is recommended in the books.
Gaining levels is not, contrary to popular belief, the end-all and be-all of playing an RPG. The real reward for playing an RPG is sitting around a table, laughing with friends, and playing make-believe to create a story everyone will remember to their death-bed.
I didn't read your whole blog...but it looked to me like you put waaaaay to much time into thinking about this. Your entire "fix" isn't a fix; it's just a different way of handling XP. The current way it is in the books isn't broken...it works just fine (as many others in the thread have mentioned).
I never 'design adventures' for any mechanical reasons. I write adventures. I mean, I'm not going to suddenly stop putting goblins into the goblin caves because the "xp budget for the PC's levels" has been reached. I have 14 more caves, with a small training cave, a goblin-gladiatorial pit-fighting arena, and a cave for visiting "dignitaries" with an envoy of two ogres from nearby Two-Deaths-Gorge and their pet worg. Likewise, if the PC's start exploring a small, three-cave area with a single, crazed, hobgoblin witchdoctor in it...and that takes 2 hours of play time due to in-character roleplaying...I'm not going to suddenly drop a hill giant on them so they can get enough XP to reach the "adventure session budget".

^_^
Paul L. Ming