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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: 9277011" data-attributes="member: 6683330"><p>A better design choice IMO would be to specify the desired number of encounters per level (or per each level), and build the character XP progression based on that. No one size fits all choice.</p><p></p><p>I surely see that issue. Again specifying the xp per next level and xp per encounter (or per monster) results in a given number of encounters per level, and that result may be unsatisfying for some. </p><p>Since the pacing of advancement is ultimately given by encounters, that's what should be the main design entity, not xp. I'd rather have an "XP" table where 1XP = 1 encounter, so the number of encounters per next level is at the forefront, and you just design encounters on the easy/medium/hard as usual, and easy encounters can count 1/2 or 1/3rd etc. Much simpler and more flexible</p><p></p><p>Bounded accuracy definitely solves that issue, although it also results in characters and monsters being much more "mundane", with less of a JRPG-like progression. Surely it makes the math a bit easier to control.</p><p>But again, the progression is an entirely separate issue.</p><p></p><p>I'd rather have at least a clear paragraph on the DMG specifying that the XP curve was designed so that high characters are meant to be played for mostly 1 shot adventures and doesn't work in the same way as it works for level 1-10.</p><p>OR, I'd have something customizable.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 9277011, member: 6683330"] A better design choice IMO would be to specify the desired number of encounters per level (or per each level), and build the character XP progression based on that. No one size fits all choice. I surely see that issue. Again specifying the xp per next level and xp per encounter (or per monster) results in a given number of encounters per level, and that result may be unsatisfying for some. Since the pacing of advancement is ultimately given by encounters, that's what should be the main design entity, not xp. I'd rather have an "XP" table where 1XP = 1 encounter, so the number of encounters per next level is at the forefront, and you just design encounters on the easy/medium/hard as usual, and easy encounters can count 1/2 or 1/3rd etc. Much simpler and more flexible Bounded accuracy definitely solves that issue, although it also results in characters and monsters being much more "mundane", with less of a JRPG-like progression. Surely it makes the math a bit easier to control. But again, the progression is an entirely separate issue. I'd rather have at least a clear paragraph on the DMG specifying that the XP curve was designed so that high characters are meant to be played for mostly 1 shot adventures and doesn't work in the same way as it works for level 1-10. OR, I'd have something customizable. [/QUOTE]
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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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