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Let's Not Save The World...Again
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<blockquote data-quote="Ilbranteloth" data-source="post: 7718815" data-attributes="member: 6778044"><p>The example I gave with <em>The Lost Caverns of Tsojcanth</em> included the XP for treasure, and it still resulted in a gain of only 1 level. Which was a hard limit for a single adventure anyway. </p><p></p><p>AD&D 2e eliminated the XP for treasure and bumped up the XP for the monsters (to about half what 5e has, when looking through it). In addition, 5e XP requirements per level are a lot lower. </p><p></p><p>I don't agree about the power curve. Fighters had a lower to-hit number, but a 10th level fighter in 5e has a lot more abilities and potential attacks per round. A magic-user in AD&D had one more 2nd level spell, 1 less 4th level spell at 10th level. Again, with more special abilities in 5e. Overall 10th level seems to be roughly the same for both editions. </p><p></p><p>But monsters have about twice the amount of XP in 5e (although that varies quite a bit), and you need 64,000 XP to reach 10th level in 5e, and roughly 250,000 to reach 10th level in 1e/2e. In the <em>Lost Caverns...</em> example, monsters were about 1/3 of the XP. So even if we triple the XP for monsters in 2e (making them worth more than 5e) the much higher XP requirements still indicate a much slower level of advancement.</p><p></p><p>Add in the limitations - only 1 level per adventure, and in AD&D you didn't level up until you returned home to "train." 2e advancement got a lot more complicated (only experience for encounters of the appropriate level, RP XP, survival XP, story XP), but it was still limited to 1 level whenever you awarded XP, and the recommendation was to award XP at the end of the adventure.</p><p></p><p>However, they explained the complexity as intentional, to allow each group to determine how slowly or quickly advancement works in their campaign. Overall, I can (and will) change whatever I'd like. But like so many of the optional rules presented in the 5e DMG, they could have presented a slower advancement option, with XP requirements equal to double or triple the standard. You can't mess with the XP values (although you could halve the amount awarded) since the system uses the XP value as an encounter building tool for difficulty.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7718815, member: 6778044"] The example I gave with [I]The Lost Caverns of Tsojcanth[/I] included the XP for treasure, and it still resulted in a gain of only 1 level. Which was a hard limit for a single adventure anyway. AD&D 2e eliminated the XP for treasure and bumped up the XP for the monsters (to about half what 5e has, when looking through it). In addition, 5e XP requirements per level are a lot lower. I don't agree about the power curve. Fighters had a lower to-hit number, but a 10th level fighter in 5e has a lot more abilities and potential attacks per round. A magic-user in AD&D had one more 2nd level spell, 1 less 4th level spell at 10th level. Again, with more special abilities in 5e. Overall 10th level seems to be roughly the same for both editions. But monsters have about twice the amount of XP in 5e (although that varies quite a bit), and you need 64,000 XP to reach 10th level in 5e, and roughly 250,000 to reach 10th level in 1e/2e. In the [I]Lost Caverns...[/I] example, monsters were about 1/3 of the XP. So even if we triple the XP for monsters in 2e (making them worth more than 5e) the much higher XP requirements still indicate a much slower level of advancement. Add in the limitations - only 1 level per adventure, and in AD&D you didn't level up until you returned home to "train." 2e advancement got a lot more complicated (only experience for encounters of the appropriate level, RP XP, survival XP, story XP), but it was still limited to 1 level whenever you awarded XP, and the recommendation was to award XP at the end of the adventure. However, they explained the complexity as intentional, to allow each group to determine how slowly or quickly advancement works in their campaign. Overall, I can (and will) change whatever I'd like. But like so many of the optional rules presented in the 5e DMG, they could have presented a slower advancement option, with XP requirements equal to double or triple the standard. You can't mess with the XP values (although you could halve the amount awarded) since the system uses the XP value as an encounter building tool for difficulty. [/QUOTE]
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