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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: 8712619" data-attributes="member: 6683330"><p>I hope my observation didn't pass as offensive or derogative in any way. Since you didn't change any existing rule and reverse engineered the number of adventuring days, it didn't leave any degrees of freedom, that's why I called it prescriptive. In my proposal I had to create those degrees of freedom by removing some constraints.</p><p></p><p>RAW, there's really nothing you can do to obviate those problems. If anything, more than being unsatisfied with the results of your analysis, you pointed out some "necessary" outcomes. I agree with you that those outcomes are really not desirable.</p><p></p><p></p><p>The 5 minute work day IMO is not just a result of the XP tables. It's more the outcome of the "once per long rest" mechanics, especially since some classes almost completely "recharge" over a short rest while others are completely drained and need a full long rest.</p><p>This is not a great design choice IMO, as it creates totally different pacing needs for some classes. One can try to negate the 5 minute work day as hard as possible, with encounters or other forms of time pressures, but over time it starts feeling innatural and one cannot help but wonder why the game was designed this way.</p><p></p><p>I understand that for compatibility issues those tables had to be identical. a5e had it's unfair share of critiques about it not being "really" compatible with 5e, so one can only imagine the outcry if those tables were changed.</p><p>However, my proposal is entirely unofficial <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>What it does, is to take the pacing benefits of a milestone system while still allowing the DM to grant those XP</p><p></p><p></p><p>That's a good point. The other side of the coin is that some players might look for easy fights to pick, just to gain those last XP.</p><p>However, no one said that with milestones one is forbidden to grant XP. Simply put, one can give XP so that the pacing coincides with the milestones. Granting XP for monsters killed is probably the least desirable option, IMO.</p><p></p><p></p><p>I agree. It's a good system. I just proposed something "heretic" that makes this task much easier: once the XP for next level is computed with the chosen assumptions, one is free to create the right mix of easy/medium/hard/deadly encounters as prefered, knowing that some will allow the party to advance much faster.</p><p>Also, if one wants to create an epic narrative where PCs level up over the course of a week instead of a single hell of a day, it's really the only option.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8712619, member: 6683330"] I hope my observation didn't pass as offensive or derogative in any way. Since you didn't change any existing rule and reverse engineered the number of adventuring days, it didn't leave any degrees of freedom, that's why I called it prescriptive. In my proposal I had to create those degrees of freedom by removing some constraints. RAW, there's really nothing you can do to obviate those problems. If anything, more than being unsatisfied with the results of your analysis, you pointed out some "necessary" outcomes. I agree with you that those outcomes are really not desirable. The 5 minute work day IMO is not just a result of the XP tables. It's more the outcome of the "once per long rest" mechanics, especially since some classes almost completely "recharge" over a short rest while others are completely drained and need a full long rest. This is not a great design choice IMO, as it creates totally different pacing needs for some classes. One can try to negate the 5 minute work day as hard as possible, with encounters or other forms of time pressures, but over time it starts feeling innatural and one cannot help but wonder why the game was designed this way. I understand that for compatibility issues those tables had to be identical. a5e had it's unfair share of critiques about it not being "really" compatible with 5e, so one can only imagine the outcry if those tables were changed. However, my proposal is entirely unofficial ;) What it does, is to take the pacing benefits of a milestone system while still allowing the DM to grant those XP That's a good point. The other side of the coin is that some players might look for easy fights to pick, just to gain those last XP. However, no one said that with milestones one is forbidden to grant XP. Simply put, one can give XP so that the pacing coincides with the milestones. Granting XP for monsters killed is probably the least desirable option, IMO. I agree. It's a good system. I just proposed something "heretic" that makes this task much easier: once the XP for next level is computed with the chosen assumptions, one is free to create the right mix of easy/medium/hard/deadly encounters as prefered, knowing that some will allow the party to advance much faster. Also, if one wants to create an epic narrative where PCs level up over the course of a week instead of a single hell of a day, it's really the only option. [/QUOTE]
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How to reach 20th Level in 45 days — An analysis of "adventuring day" per character level
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