How easy do you find it to adjust the advancement rate in D&D?

How easy do you find it to adjust the advancement rate in D&D?

  • 1 (easy)

    Votes: 58 54.7%
  • 2

    Votes: 23 21.7%
  • 3

    Votes: 17 16.0%
  • 4

    Votes: 3 2.8%
  • 5 (hard)

    Votes: 2 1.9%
  • No opinion

    Votes: 3 2.8%

Thomas Percy said:
13-20 am, so around 6-8 hours.

One level per nine sessions seems very very slow*. Do you have any problems (as a DM) with treasures distribution? Do you give to the PCs something in lieu of XP?

Well, I also run a low-wealth/moderate magic game. What do I give them in lieu of XP? I give them FUN! :) Exciting plot-twists, the feeling of accomplishment when they overcome a challenge and varied tactical combats that are a mix of struggle against adversity and butt-kicking goodness! :)
 

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Easy as all get out. I've played in games where we advance every three or four sessions, and I just finished in a year long campaign where we advanced to 4th level.

Heck, in my current campaign, I estimate how many sessions it will take to complete the given area, I know how many levels they need for the next area and then just divide. Right now, the 8th level party is getting 2000 xp per session and will be about 10th when they finish the area.

Not a problem.
 


MerricB said:
I've put this on a 5 point scale with 1 being easy and 5 being hard; my personal feeling is that it's a "2"; the guidelines are excellent, and the only trouble is caused by reducing NPC equipment, as this causes problems with the CR of such NPCs.

What do you think?
Medium (3), for the reason(s) you list.

I do 50% XP, and haven't had too much of a problem with it.
 

I voted 1 - very easy.

The PCs level when I say they do.

We have new characters entering from time to time, with standard value treasure, and I see if the other characters seem balanced against the newcomer. If not, I up the treasure hoards.

I would rather play "by the book", calculating XP and treasure as you are supposed to, but I decided my limited preparation time is best spent designing adventures rather than doing bookkeeping.
 

I did this for the Acrana Unearthed game I ran. I wanted a lot more low level adventures at first, so I slowed the XP rate to about .25 or .34 depending on the encounter. I left the treasure alone, though and noticed no change at all. Then when they were about 9th, they were moving into the final stages of the campaign and the XP went back to 100% because I wanted a faster advancement - they knew the enemy and it knew them, so it was going to start sending targetted attacks against them. It all worked exactly as I wished and predicted.
 



Very easy.

In my game the last few level have gone sorta like this:

Player:"How much XP do we get?"
DM: "How much do you need to go to level 3?"
Player:"2000"
DM:"OK, you all get 2000 XP!"
Players:"Wow, guys, we've got enough XP now for Level 3!!"

Leveling often is used as an excuse to cut a session short or to get everyone motivated to follow the plotline again.
 

Easy. I never tell players how much XP they have. When I tell them to level up, they level up. Monsters and NPCs get whatever bonuses I want them to have without actually having the magical items.
 

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