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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How to reach 20th Level in 45 days — An analysis of "adventuring day" per character level
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<blockquote data-quote="lichmaster" data-source="post: 8712209" data-attributes="member: 6683330"><p>This is a very interesting post. I've been a staunch supporter of the milestone advancement approach for decades, which bypasses the problem altoghether, but I understand that for some XP is a necessary aspect of the game.</p><p></p><p>What if we use the insight of this post in the most constructive way possible, instead of prescriptive?</p><p>Here's a proposal:</p><ul> <li data-xf-list-type="ul">The encounter budget per day, being tied quite strongly to the party's level and survival capability, is stongly baked in the design assumptions of the game, so I wouldn't change it.</li> <li data-xf-list-type="ul">I also wouldn't touch the number of XP per encounter, with the math implied by the books. This way we can use mosters and encounter building guidelines out of the box.</li> <li data-xf-list-type="ul">Differently from other editions, XP are just a tracker for advancement, they are not used for anything else (while in 3e for instance XP were also a currency for creating some magic items, etc). This means that changing the standard XP/level progression does not affect any other aspect of the game</li> </ul><p>What we can do now is to <em>tailor</em> the XP/level progression so that we can adapt the campaign pace to our needs.</p><p>If we want to set a pace, we can simply say: I want a given rate of advancement, say no more than 1 level every X days, assuming every day is "busy" and we spend the full encounter/day budget.</p><p>Since at this level we can have Y encounters per day, we need a total of X*Y encounters to level up</p><p>Since each encounter is worth on average Z XP, the XP for the next level is simply X*Y*Z</p><p></p><p>This way we have full control of the advancement rate, and we can go on designing our adventure/campaign with the pace we have in mind, without having to worry about the weird results arising from the fully constrained system implied by the rules as written.</p><p></p><p>Of course this is just a simple framework, but it's very flexible. The only thing it requires is that the table agrees that the xp/level progression is not what implied in the core books, but it set by the DM to give what she/he thinks is the best experience</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8712209, member: 6683330"] This is a very interesting post. I've been a staunch supporter of the milestone advancement approach for decades, which bypasses the problem altoghether, but I understand that for some XP is a necessary aspect of the game. What if we use the insight of this post in the most constructive way possible, instead of prescriptive? Here's a proposal: [LIST] [*]The encounter budget per day, being tied quite strongly to the party's level and survival capability, is stongly baked in the design assumptions of the game, so I wouldn't change it. [*]I also wouldn't touch the number of XP per encounter, with the math implied by the books. This way we can use mosters and encounter building guidelines out of the box. [*]Differently from other editions, XP are just a tracker for advancement, they are not used for anything else (while in 3e for instance XP were also a currency for creating some magic items, etc). This means that changing the standard XP/level progression does not affect any other aspect of the game [/LIST] What we can do now is to [I]tailor[/I] the XP/level progression so that we can adapt the campaign pace to our needs. If we want to set a pace, we can simply say: I want a given rate of advancement, say no more than 1 level every X days, assuming every day is "busy" and we spend the full encounter/day budget. Since at this level we can have Y encounters per day, we need a total of X*Y encounters to level up Since each encounter is worth on average Z XP, the XP for the next level is simply X*Y*Z This way we have full control of the advancement rate, and we can go on designing our adventure/campaign with the pace we have in mind, without having to worry about the weird results arising from the fully constrained system implied by the rules as written. Of course this is just a simple framework, but it's very flexible. The only thing it requires is that the table agrees that the xp/level progression is not what implied in the core books, but it set by the DM to give what she/he thinks is the best experience [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
How to reach 20th Level in 45 days — An analysis of "adventuring day" per character level
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