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<blockquote data-quote="Lanefan" data-source="post: 7067787" data-attributes="member: 29398"><p>Good for them! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Mind if I chuck in a suggestion here:</p><p></p><p>Re-do the advancement table instead, from top to bottom.</p><p></p><p>Why do I say this?</p><p></p><p>Because your method above, while good in intention, doesn't hit the easiest and most obvious place to slow down the advancement: 1st and 2nd levels. As written they go by in a flash; if you can spin them out longer then right there you're setting yourself up for a longer campaign overall.</p><p></p><p>The other thing re-doing the whole table achieves is to give you some control on how each level relates to the next in terms of speed. Maybe you want to slow things down until 10th, for example, but don't mind going through 11th-15th a bit faster (relatively) then slowing down again for the real high-end stuff.</p><p></p><p>Another suggestion: put it to your players - nicely, if you can - that levelling-up is to be seen as a side effect of ongoing play rather than its goal. Believe me, as someone who's been running long campaigns for ages I can say that as soon as you start looking at it from this perspective things get a lot easier. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yes this is certainly a side effect, and again I speak from experience. That said, 5e is considerably more stingy in its treasure output than any previous edition; if you increase some costs and-or implement training requirements to level up you'll probably be fine for the short-to-mid term.</p><p></p><p>One major caution, however. The long-term problem in our games is not so much the overall wealth accumulation (well, it is, but it's dealable withable) but wealth imbalance between characters. Sometimes this is due to luck (one character keeps losing items to failed saves while others do not), other times it's due to management (one character puts her wealth into a profit-making venture while another fritters it away on high living), and other times still it can be due to players and-or characters being greedy (an uneven method of treasury division, or a character skimming off the top in the field). But when you end up with one character having a net worth of 20K g.p. and another with a net worth of 4K g.p., that's where problems can arise.</p><p></p><p>Lan-"show me the money"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7067787, member: 29398"] Good for them! :) Mind if I chuck in a suggestion here: Re-do the advancement table instead, from top to bottom. Why do I say this? Because your method above, while good in intention, doesn't hit the easiest and most obvious place to slow down the advancement: 1st and 2nd levels. As written they go by in a flash; if you can spin them out longer then right there you're setting yourself up for a longer campaign overall. The other thing re-doing the whole table achieves is to give you some control on how each level relates to the next in terms of speed. Maybe you want to slow things down until 10th, for example, but don't mind going through 11th-15th a bit faster (relatively) then slowing down again for the real high-end stuff. Another suggestion: put it to your players - nicely, if you can - that levelling-up is to be seen as a side effect of ongoing play rather than its goal. Believe me, as someone who's been running long campaigns for ages I can say that as soon as you start looking at it from this perspective things get a lot easier. :) Yes this is certainly a side effect, and again I speak from experience. That said, 5e is considerably more stingy in its treasure output than any previous edition; if you increase some costs and-or implement training requirements to level up you'll probably be fine for the short-to-mid term. One major caution, however. The long-term problem in our games is not so much the overall wealth accumulation (well, it is, but it's dealable withable) but wealth imbalance between characters. Sometimes this is due to luck (one character keeps losing items to failed saves while others do not), other times it's due to management (one character puts her wealth into a profit-making venture while another fritters it away on high living), and other times still it can be due to players and-or characters being greedy (an uneven method of treasury division, or a character skimming off the top in the field). But when you end up with one character having a net worth of 20K g.p. and another with a net worth of 4K g.p., that's where problems can arise. Lan-"show me the money"-efan [/QUOTE]
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