D&D 5E (2024) GMs: How long should it usually take to go from level 1 to 4?

GMs: How long should it take to go from level 1 to 4?

  • Less than 3 sessions

  • 3-4 sessions

  • 5-6 sessions

  • 7-8 sessions

  • 9+ sessions

  • It happens when a given character's XP total reaches 2700.

  • I decide when the characters level up, so it happens when I say so.

  • It should happen when it happens, no expected time frame.

  • My approach is different enough that I cannot answer the question as asked.

  • I just want to see the results and don't care that that means my vote is wasted.


Results are only viewable after voting.
Wait… you guys are letting PCs live long enough to reach level 4?!
I did restrain myself from including an option to the tune of "Characters do not reach level 4 because they usually die first." Because, other than with Hussar's group, that has in fact been my experience with nearly every 5e game I've played. Reaching level 4 was very rare outside of the group I currently play with.
 

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I beg to differ. I have been running Traveller sand boxes for a couple decades and the system has no XP at all. The trick to worrying about only the mission being interesting is actually being interested in the adventure in the first place. I fully understand for some players they just want an avatar to move around and do things, but others expect a bit more out of their game. A good meta-goal goes a long way towards keeping a sandbox productive as most things, even those not mission related, can be used to move the game along.
While I sort of agree with this in principle, the moment you have more than one player I find it often becomes an exercise in cat-herding: what's a great and highly-interesting adventure for one player holds no attraction whatsoever for another.*

And so I just run what I run, with the players in full knowledge they can jump the tracks at any time and go do something else within the campaign and I'll DM that instead.

* - Take the game I play in. The current adventure holds great interest for two of the six players (and their characters, in-game) while one is neutral and the other three (including me) would rather do almost anything else, both in and out of character. I have a stable of characters in that game, in-character none of my A-graders wanted anything to do with this trip so I pulled a B-grader out of retirement and sent her in (the other option was my sitting the adventure out, which I got talked out of). This'll jinx it, of course, but so far she's doing surprisingly well in what's turning out to be every bit as dangerous an adventure as we feared.
 


While I sort of agree with this in principle, the moment you have more than one player I find it often becomes an exercise in cat-herding: what's a great and highly-interesting adventure for one player holds no attraction whatsoever for another.*

And so I just run what I run, with the players in full knowledge they can jump the tracks at any time and go do something else within the campaign and I'll DM that instead.

* - Take the game I play in. The current adventure holds great interest for two of the six players (and their characters, in-game) while one is neutral and the other three (including me) would rather do almost anything else, both in and out of character. I have a stable of characters in that game, in-character none of my A-graders wanted anything to do with this trip so I pulled a B-grader out of retirement and sent her in (the other option was my sitting the adventure out, which I got talked out of). This'll jinx it, of course, but so far she's doing surprisingly well in what's turning out to be every bit as dangerous an adventure as we feared.
This is precisely why I don’t do aimless west march sandbox anymore. I don’t have time for that.
 

There's been a few adventure modules I've read (and at least one that I've converted and run) that expressly tell the DM to level up the characters when they reach a certain point. If one goes strictly by the book, that means if for some reason the PCs never reach that point - even if they do loads of other stuff - they don't bump. That's why they call it "milestone" levelling.

So yes, on that basis I think that's how it works...and one of numerous reasons why I think milestone or story-based is a terrible way to advance characters.
Do you only ever do exactly what the book or module says? Or do you use your own creativity and resourcefullness to add, subtract, or change things to make the product fit what you have going on in your game? I would not take you as someone beholden to only running RAW, so why you would think a DM would not just shift where the milestone point was to a point along the path that the players were trailblazing is beyond me.

If you just personally don't like milestone leveling, that fine... everyone has their own particular likes and dislikes. But you don't need to try and invent this supposedly impenetrable roadblock to it possibly working.
 

I’ve been thinking about this question in terms of what Tier 1 play actually represents. The poll focuses on how long characters “should” stay between levels 1 and 4, but it feels like the real conversation is about what we think Tier 1 is for. In 5e, there’s a strong cultural assumption that Tier 1 is the onboarding zone and the “real” campaign begins once characters hit level 4 or 5. That framing shapes how DMs approach pacing, and it shapes how players expect the early game to feel.

What I find interesting is how narrow that expectation has become. Tier 1 isn’t mechanically deep, but it’s not devoid of narrative weight. The kinds of stories you can tell at low levels—local stakes, community-focused arcs, problems that don’t require heroic firepower—have a tone and texture that disappears once you scale into Tier 2 and beyond. The challenge is that a lot of groups see those stories as a temporary prologue rather than a meaningful mode of play.

For me, this got clearer when I compared how I approached 4e. In 4e, level 1 characters were already fully realized: capable, tactically interesting, and hard to accidentally break. You didn’t need to “wait for the game to start.” The design supported immediate investment, which meant that staying in the early levels wasn’t a bottleneck—it was just the starting point of the long arc. Because of that, the pacing question wasn’t about clearing a tutorial. It was about the kind of story the table wanted, and how quickly they felt like growing into bigger threats.

5e pushes in the opposite direction. The fragility of early characters, the limited toolkits, and the narrow threat bands all contribute to a sense that you’re moving toward something rather than already in something. When you combine that with the community narrative—“Tier 1 is the warm-up, Tier 2 is the sweet spot”—you get this pressure to accelerate. And the irony is that most campaigns never make it far past Tier 2 anyway. So we end up sprinting through the early game to reach a tier we were going to reach regardless, and often concluding the story before the next tier even begins.

That’s why I answered the poll the way I did. I don’t think there’s a universal timer for when characters should reach level 4. In my experience, it depends entirely on the expectations and experience level at the table. If players want the “zero to hero” arc, then taking time in Tier 1 is part of the point. If they want immediate competency or they’re already familiar with the system, then starting higher or moving quickly makes sense. And if the group is more interested in grounded, local-level stories, there’s no reason Tier 1 can’t support a full and satisfying campaign on its own.

For me, the choice isn’t mechanical pacing so much as narrative framing. Once I know what kind of story the table thinks it’s telling, the “right” pace becomes obvious.
 

I always thought 5e characters were pretty realized and capable at level 1.

Sure they get a subclass and some important extras at level 3 but that’s only 900 XP of the 6500 XP they would need to reach 5.

It always felt to me that the subclass was like the prestige class or kit of old.
 

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