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How do you handle level progression in your D&D games
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<blockquote data-quote="paradox42" data-source="post: 3335927" data-attributes="member: 29746"><p>My games have never used training rules, though I occasionally toy with the idea of using one when I go to start a new game. What I've done all through 3.X D&D, though, is allow characters to level-up as soon as they get the XP- with one caveat. They must get a rest sufficient to allow recharging of spells and psionic power points before the new levels happen; before that rest they're stuck at whatever level they were while gaining the XP. This is even true of fighter-types; they need time to rest and think on the battles they've recently fought before they can truly learn from them- at least a good night's sleep-worth.</p><p></p><p>On a slightly-related tangent, scientists who study sleep have, in recent years, largely come to the conclusion that one of the primary functions of sleep is to help fix memories in place and let the brain reconfigure itself to use them. Creatures deprived of sleep after a training session show less learning in the next session- showing less skill acquisition, more confusion in the face of related new situations, and so on- than creatures set to sleep a standard period (say, 8 hours for human subjects). So my level-up rule dovetails with this perfectly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I also do away with the rule that says you can't gain enough XP to gain two or more levels beyond your current one, so it is possible (and for characters significantly lower-level than the party average, likely) for a levelling character to go up two or more levels in one rest period. Personally, I never found that "XP-cap" rule to be adding to the fun of the game, either as a DM or as a player. It usually just screws the lower-level party members out of catching up to the rest of the party at a reasonable speed.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3335927, member: 29746"] My games have never used training rules, though I occasionally toy with the idea of using one when I go to start a new game. What I've done all through 3.X D&D, though, is allow characters to level-up as soon as they get the XP- with one caveat. They must get a rest sufficient to allow recharging of spells and psionic power points before the new levels happen; before that rest they're stuck at whatever level they were while gaining the XP. This is even true of fighter-types; they need time to rest and think on the battles they've recently fought before they can truly learn from them- at least a good night's sleep-worth. On a slightly-related tangent, scientists who study sleep have, in recent years, largely come to the conclusion that one of the primary functions of sleep is to help fix memories in place and let the brain reconfigure itself to use them. Creatures deprived of sleep after a training session show less learning in the next session- showing less skill acquisition, more confusion in the face of related new situations, and so on- than creatures set to sleep a standard period (say, 8 hours for human subjects). So my level-up rule dovetails with this perfectly. :D I also do away with the rule that says you can't gain enough XP to gain two or more levels beyond your current one, so it is possible (and for characters significantly lower-level than the party average, likely) for a levelling character to go up two or more levels in one rest period. Personally, I never found that "XP-cap" rule to be adding to the fun of the game, either as a DM or as a player. It usually just screws the lower-level party members out of catching up to the rest of the party at a reasonable speed. [/QUOTE]
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