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General Tabletop Discussion
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Level Advancement and In-Campaign Time
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<blockquote data-quote="Shiroiken" data-source="post: 7457754" data-attributes="member: 6775477"><p>If you have such an issue with it, don't run an epic adventure that forces PCs to manically run around from level 1-20 without a break. Run several adventures that have weeks, months, or even years between them. Adventures in Middle Earth uses this standard, with each adventure (and subsequent downtime) taking up a year. The Training Downtime option in XGtE can slow down adventuring as well, forcing time for leveling up.</p><p></p><p>Myself, I only allow characters to level up after an adventure, and if you push things such that you would get enough XP to skip a level, instead you stop gaining XP at 1 short of that level. As I run a West Marches style game, this really hasn't been an issue. I'm also considering adding the Training downtime option as well, forcing people to play different characters while their current one levels.</p><p></p><p>I don't know about 2E, but that's not correct for 1E. In 1E, it was strongly suggested that game time passed at a 1:1 ratio to real time between sessions (DMG pg 37). Even if you ignore that suggestion, you had to take 1-4 weeks of time training (DMG pg 86). Plus the cost of that training, which at low levels was usually more than you could afford (since you gained XP from treasure), so you had to adventure to get the money to level (and you earned 0 XP in the meantime, also DMG pg 86). Like much of 1E, I suspect that most DM's handwaved this away (because it really wasn't much fun), and THAT is what actually caused the issue. </p><p></p><p>As you said tracking time isn't much fun for most people, but it's up the DM to take on that responsibility.</p><p></p><p>Well, the actual time varied, because Tarmon Gai'don took place over hours (Rand)/days (Matt)/months (Perrin) depending on how far from the Bore you were during it. Oh, "drinking age" wasn't a thing, because after being gone from the Two Rivers for about a year, Perrin was offered apple brandy, which he'd been limited with before (sips vs. a full cup). Yes I'm being overly technical... sue me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7457754, member: 6775477"] If you have such an issue with it, don't run an epic adventure that forces PCs to manically run around from level 1-20 without a break. Run several adventures that have weeks, months, or even years between them. Adventures in Middle Earth uses this standard, with each adventure (and subsequent downtime) taking up a year. The Training Downtime option in XGtE can slow down adventuring as well, forcing time for leveling up. Myself, I only allow characters to level up after an adventure, and if you push things such that you would get enough XP to skip a level, instead you stop gaining XP at 1 short of that level. As I run a West Marches style game, this really hasn't been an issue. I'm also considering adding the Training downtime option as well, forcing people to play different characters while their current one levels. I don't know about 2E, but that's not correct for 1E. In 1E, it was strongly suggested that game time passed at a 1:1 ratio to real time between sessions (DMG pg 37). Even if you ignore that suggestion, you had to take 1-4 weeks of time training (DMG pg 86). Plus the cost of that training, which at low levels was usually more than you could afford (since you gained XP from treasure), so you had to adventure to get the money to level (and you earned 0 XP in the meantime, also DMG pg 86). Like much of 1E, I suspect that most DM's handwaved this away (because it really wasn't much fun), and THAT is what actually caused the issue. As you said tracking time isn't much fun for most people, but it's up the DM to take on that responsibility. Well, the actual time varied, because Tarmon Gai'don took place over hours (Rand)/days (Matt)/months (Perrin) depending on how far from the Bore you were during it. Oh, "drinking age" wasn't a thing, because after being gone from the Two Rivers for about a year, Perrin was offered apple brandy, which he'd been limited with before (sips vs. a full cup). Yes I'm being overly technical... sue me :P [/QUOTE]
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