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Level Advancement Rate in 3e
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<blockquote data-quote="Dextolen" data-source="post: 361419" data-attributes="member: 5413"><p>I think the official stance is that the party should advance a level for every 13 encounters. I've noticed it's around 9-10. </p><p></p><p>Everything hangs on the CR/EL system. A 25% resource expenditure is considered a normal challenge. The party, therefore, should have to rest after 4 of these encounters.</p><p></p><p>If your group has to rest after each encounter, the EL of challenges is too high and thus your reward is greater and you will level fast (if you survive). </p><p></p><p>Since the EL system is based on a party of four characters, DM's are usually stuck guessing on how to increase the threat appropriately. Too hard and things move to quickly, characters die, etc. Too low and it's yawnsville.</p><p></p><p>I think most of the extremely fast leveling is due to DM's (and dungeon writers) kicking it up a notch to increase the threat of the adventure. 25% resources is pretty vague. That could be HP loss, ability drain, spell usage, item usage, etc. So encounters may appear to not have cost the party the proper resources when it really did. By boosting every single encounter so it's a life or death slugfest, your party is going to level like crazy.</p><p></p><p>If that makes everyone happy, then fine. I just think people need to spend a little time getting to use their new feats, skills and spells before they get the next batch of fun things to do.</p></blockquote><p></p>
[QUOTE="Dextolen, post: 361419, member: 5413"] I think the official stance is that the party should advance a level for every 13 encounters. I've noticed it's around 9-10. Everything hangs on the CR/EL system. A 25% resource expenditure is considered a normal challenge. The party, therefore, should have to rest after 4 of these encounters. If your group has to rest after each encounter, the EL of challenges is too high and thus your reward is greater and you will level fast (if you survive). Since the EL system is based on a party of four characters, DM's are usually stuck guessing on how to increase the threat appropriately. Too hard and things move to quickly, characters die, etc. Too low and it's yawnsville. I think most of the extremely fast leveling is due to DM's (and dungeon writers) kicking it up a notch to increase the threat of the adventure. 25% resources is pretty vague. That could be HP loss, ability drain, spell usage, item usage, etc. So encounters may appear to not have cost the party the proper resources when it really did. By boosting every single encounter so it's a life or death slugfest, your party is going to level like crazy. If that makes everyone happy, then fine. I just think people need to spend a little time getting to use their new feats, skills and spells before they get the next batch of fun things to do. [/QUOTE]
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