One thing my group does is to level up even if we have not reached the xp level to do so if we finish a session with less than an encounters worth of xp till the next level.Hi all,
So I was thinking about the idea of leveling on the drive home tonight. In past games, I've played with training and downtime needed to level, in other games leveling was after the scene, or when the characters "got back to town" or something.
At our current table, we level after a long rest (8 hours), and don't pay or train, etc. How do you do it in your group(s)?
Gameplay. Stopping mid-session to level everyone up is hell on the pacing of a game. Leveling between sessions but still mid-adventure is less disruptive, but it does lead to sudden difficulty shifts if the adventure doesn’t correctly anticipate when the players will level up.Question for those who use downtime.
Think real world - you spend a few months working on something and get better at it. Can you absolutely not improve until you stop doing it? What's the justification for requiring downtime?
The in-game justification is learning new class features, spells, etc. Out-of-game justification is aesthetic preference: I want leveling to be a gold-sink and feel it’s a fun way to build downtime into the game.Question for those who use downtime.
Think real world - you spend a few months working on something and get better at it. Can you absolutely not improve until you stop doing it? What's the justification for requiring downtime?
Question for those who use downtime.
Think real world - you spend a few months working on something and get better at it. Can you absolutely not improve until you stop doing it? What's the justification for requiring downtime?