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<blockquote data-quote="Blue" data-source="post: 7202490" data-attributes="member: 20564"><p>For advancement there are two rather divergent types of classical RPGs - zero to hero like D&D, and those where you start off as heroes and advance in persoonal power slowly, though you may get richer, more contacts, etc. Superhero RPGs are often an example of the latter.</p><p></p><p>It's just one of the design patterns that has worked. As you pointed out, it's classic monomyth that we've been inudated with in movies, plays and books. The problem, as you mention, is not the zero to hero, but the problem is the pace.</p><p></p><p>In 5e specifically, part of the issue is that attrition and resource management is part of it, but resetting on a 24-hour basis. So discounting days of nothing happening, most days that include encounters will include lots/hard encounters. These take up a lot of session time. And the reward every couple of sessions is level advancement from the XP given. So with every day with any enocounters often leading to a full day of encounters because of wanting attrition during the 24 hour resource recharge cycle, you get lots of XP in a short cycle of in-game time.</p><p></p><p>Now, I remember playing AD&D 2nd Ed, and after about 9th level it was a year of playing - and these were 8+ hour weekend days every week - to level up. But going that long in real life doesn't seem to be where the state fo the game - any RPG - currently lies.</p><p></p><p>So to solve this with a zero to hero that's often attrition-based like 5e, you need to expand out the time to recover resources. The DMG has variant rest times such as a week for a long rest, but that breaks it a few months to 1-2 years. Still fast. The middle earth 5e game also uses expanded rest rules, where an entire journey needs to be completed before a long rest, and then only someplace safe and hospitable.</p><p></p><p>You need to address that because ridiculously fast advancement still happens in just a hdnful of levels, but it's only part of it. You also need to schedule in downtime. And that's much more on the DM and the players. I think they have some nods in the right direction witht he downtime rules and the UA expansion to them, but those are still looking at 10 days as a long time, not thinking about months or years between adventures. But that's really a stylistic choice that not every table will embrace.</p></blockquote><p></p>
[QUOTE="Blue, post: 7202490, member: 20564"] For advancement there are two rather divergent types of classical RPGs - zero to hero like D&D, and those where you start off as heroes and advance in persoonal power slowly, though you may get richer, more contacts, etc. Superhero RPGs are often an example of the latter. It's just one of the design patterns that has worked. As you pointed out, it's classic monomyth that we've been inudated with in movies, plays and books. The problem, as you mention, is not the zero to hero, but the problem is the pace. In 5e specifically, part of the issue is that attrition and resource management is part of it, but resetting on a 24-hour basis. So discounting days of nothing happening, most days that include encounters will include lots/hard encounters. These take up a lot of session time. And the reward every couple of sessions is level advancement from the XP given. So with every day with any enocounters often leading to a full day of encounters because of wanting attrition during the 24 hour resource recharge cycle, you get lots of XP in a short cycle of in-game time. Now, I remember playing AD&D 2nd Ed, and after about 9th level it was a year of playing - and these were 8+ hour weekend days every week - to level up. But going that long in real life doesn't seem to be where the state fo the game - any RPG - currently lies. So to solve this with a zero to hero that's often attrition-based like 5e, you need to expand out the time to recover resources. The DMG has variant rest times such as a week for a long rest, but that breaks it a few months to 1-2 years. Still fast. The middle earth 5e game also uses expanded rest rules, where an entire journey needs to be completed before a long rest, and then only someplace safe and hospitable. You need to address that because ridiculously fast advancement still happens in just a hdnful of levels, but it's only part of it. You also need to schedule in downtime. And that's much more on the DM and the players. I think they have some nods in the right direction witht he downtime rules and the UA expansion to them, but those are still looking at 10 days as a long time, not thinking about months or years between adventures. But that's really a stylistic choice that not every table will embrace. [/QUOTE]
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