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<blockquote data-quote="redrick" data-source="post: 6569027" data-attributes="member: 6777696"><p>I usually tally xp between sessions and e-mail it to players. That's easier to keep track of and also keeps a paper trail in case somebody confuses the math.</p><p></p><p>If players hit get enough xp at the end of a session, but haven't stopped for a long rest, I'll ask them to prepare and announce their leveling choices for the beginning of the session, but to hold off on any changes til they take a long rest. Personally, I would rather use more rigorous training requirements, but we didn't start the game under those pretenses and I don't think the players would go for it.</p><p></p><p>There was one time, I think level 2 or 3, where players crossed a level threshold early in the session and then went back to town. I think I went ahead and had them level on the spot because the choices at their point were fairly minor. There was also a session which ended shortly after a long rest — players had breakfast and then started off down the road. When I tallied the xp the next day, I realized that they had reached level 6, so we retconned them leveling up the night before.</p><p></p><p>As an aside, training time and requirements also seem to break down with some adventure formats. For instance, our last adventure, Castle Amber, basically involved the characters being stuck in a haunted castle for something like 7 days of game time. During that time, they accrued enough xp to pick up 2 levels. If I had made them wait until they could get back to town to spend a week studying with a master, I think I'd probably be looking for a new group of players.</p></blockquote><p></p>
[QUOTE="redrick, post: 6569027, member: 6777696"] I usually tally xp between sessions and e-mail it to players. That's easier to keep track of and also keeps a paper trail in case somebody confuses the math. If players hit get enough xp at the end of a session, but haven't stopped for a long rest, I'll ask them to prepare and announce their leveling choices for the beginning of the session, but to hold off on any changes til they take a long rest. Personally, I would rather use more rigorous training requirements, but we didn't start the game under those pretenses and I don't think the players would go for it. There was one time, I think level 2 or 3, where players crossed a level threshold early in the session and then went back to town. I think I went ahead and had them level on the spot because the choices at their point were fairly minor. There was also a session which ended shortly after a long rest — players had breakfast and then started off down the road. When I tallied the xp the next day, I realized that they had reached level 6, so we retconned them leveling up the night before. As an aside, training time and requirements also seem to break down with some adventure formats. For instance, our last adventure, Castle Amber, basically involved the characters being stuck in a haunted castle for something like 7 days of game time. During that time, they accrued enough xp to pick up 2 levels. If I had made them wait until they could get back to town to spend a week studying with a master, I think I'd probably be looking for a new group of players. [/QUOTE]
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