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Leveling: Too fast, too slow, or just right?

What do you think of the rate of levelling in 3.x?

  • It's too fast.

    Votes: 31 62.0%
  • It's just right.

    Votes: 14 28.0%
  • It's too slow

    Votes: 5 10.0%

3.x is certainly faster than 1e.

In 1e, it took us 3 years of regular play (8 months out of the year playing at school) to get our characters to our characters to 18th level.

In 3.x, we got to 20th level after about a year of play.

As a player and DM, I don't mind at all that it is faster than 1e. It works for us.

Thanks,
Rich
 

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It's too fast for my taste- but then, so is every edition after 1e. (Even 2e had the individual award stuff, and we dropped xp for gp early on.)

Yep. In 3.x I started seeing players with high level characters that they really brought up from 1st, and they could play worth a darn. TPKs right, left & center using standard encounters for level...
 

Yep. In 3.x I started seeing players with high level characters that they really brought up from 1st, and they could play worth a darn. TPKs right, left & center using standard encounters for level...

This is exactly right, which is why I favor a set number of game sessions for advancement rather than an XP total. That quantity is up to the DM and characters to fit their interests.

All to often people would invent characters in their basement that they never played, and want to play that character in a game.

The easiest way to Detect Fraudulent Character (a cantrip for DMs, or an Intuition skill check) is to inquire about the character's background, personality, present situation, adventuring companions and background. Anything above third level that fits on one generic character sheet is probably an unplayed invention.
 
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Thanks for the replies, all. I've played in all editions from OD&D to 3.5, so I know full well how fast d20 levelling is - I remember in 2E, we had a campaign where we played weekends - Friday and Saturday nights, though not regularly; it took the better part of a year to hit L11, and that was with a generous DM.

In my opinion, the quantity of experience needed to increase level is not as important as how generous the DM is who awards them. In our game, we follow these guidelines...

At the end of each game session your character will be awarded experience points based on its accomplishments, such as good role-playing, kill points, clever conquests, and successful avoidances (rather than just hack and slash). If experience points are only awarded for kills, then characters see each creature encountered as an experience point value rather than a role-playing opportunity. Many of each player’s best D&D memories comes from witty role-playing rather than from reading off a list of creatures killed.

As a guideline, lower level characters (1st to 5th) should play about two game sessions per level. Middle level characters (6th to 10th) should play about three game sessions per level. Higher level characters (11th to 15th) about four game sessions per level. Upper level characters (16th to 20th) about five game sessions per level. Epic level characters (21st plus) five or more game sessions per level.

That sounds like an idea... except how long are the sessions? I think WotC's market research found that people play for 4-6 hours at a time. I could easily make up some guidelines for levelling by hours played instead of encounters...

We do something similar, but we found that we want to advance quicker during the lower levels, and advance slower during the mid and higher levels. Character personality is created most at lower levels, where you need to be more creative to get things done. But there is much less you can do, so we want to move through them quicker. Once we gain power, then things are slowed down.
Yeah. I've alleviated the "can't do much at lower levels" thing a bit - more class abilities, spellcasters have unlimited cantrips, etc. In our vanilla 3.5 game, we've been quite creative in our gameplay; my wizard has grappled a couple times, and we've used tactical movement in fights.

The character development thing is part of the reason I want to slow advancement slightly at the lower levels - it gives the players more time to "get to know" their PCs and develop them. If you burn through L1-5, you have to concentrate more on class abilities and build than character background. I realize some people like mechanics over RP; I just happen to go the other way.

One other problem that we have resolved is unequal leveling. If someone misses a game or two, they start falling behind. We had one player who was a bit behind in XP and had to go away for a month. When he returned he was hesitant about rejoining the group over two levels behind the others in experience. When we told him that we changed to equal leveling for all characters, he changed his mind in a snap and was extremely enthusiastic about rejoining.
Yeah, that's kind of a tough thing to handle, and really depends on the group - you can't write a rule for that.

First off, how long are your sessions. If you're following the guidelines, you need 26 par CR creatures to hit level 3. After four sessions, you are saying you have defeated about 21 par CR creatures. That's a heck of a lot of combat to be blitzing through, but, maybe your sessions are six hours long.
Well, let's see... we play at the FLGS, so our time is limited to when they close, but we usually get 4-5 hours. Our sessions are a little light on RP and moderately heavy on combat; we seem to be averaging about 4-5 encounters per session, though I'm sure that will slow down as the combats get more complicated.

It would help if you put your advancement in levels/hour, rather than levels/session.
Hmm, levels/hour... Like I said, we're playing around 5 hours per session, and we've played 5(?) sessions, so about 25 hours. That would put our advancement at about every 10 hours (we're halfway to L3). It's kind of hard to recall, because we're supposed to play every other weekend, but things come up - we've had a couple sessions postponed, and a couple more cancelled outright due to RL taking charge.

I know we hit L2 midway through the third session - we were 60 XP shy and about to head into an old tower, and I asked the DM if we could level up before going in. We'd done some RP leading up to that point, so he gave us the 60 XP. :) Right now a couple of us (the ones who have been there most) are sitting at 1900 XP.

Me, I game 3 hour sessions. We bump about every 4 sessions, which is perfect for my tastes.
So, every 12 hours. Sounds about right - 12-15 hours would be pretty good.

Secondly, bumping at such low levels has always been pretty quick, in any edition. Do you find that the speed of leveling changes over time?
Since our current campaign is only L2, I can't realy say. I don't recall enough of the last campaign (different group) to say, since that was a few years ago.

Thirdly, are you following the xp guidelines or are you dumping in ad hoc xp on top? In other words, are you giving the xp that they suggest?
I'm a player, not the DM, so I can't say how he's doing XP. I think he's dumping in some ad hoc stuff - RP, goals, etc., but as I said, we're also a little heavy on combat.

As an aside, that's another reason I want to increase the XP values: d20 seems to be based solely around "kill the monsters, take their gold"; it's an encounter-based system, where you get XP by overcoming challenges. There's no built-in buffer for RP, good ideas, and story awards. Back in 2E, our DM let us call out for extra awards that we thought deserved XP; he would approve (or not) and award us appropriately.

Now, as far as speed goes, the idea of going 12 sessions between levels is just boring to me. Sorry to be blunt, but, the idea that I'm going to spend three months at a given level means that, for me, an entire campaign would result in about 4-6 levels.
Amen.

This can be particularly bad if you have classes with multiple dead levels. Having just played a binder from levels 5-8, I can say that dead levels REALLY suck.
Yugh, yeah. I've alleviated that somewhat with the revised classes, so they're more fun to play.

As I said, 1 level/12-16 hours of gameplay seems to work for us.
That seems like a good goal.

Then you need to factor in the often molasses slow combat of levels 10+ in 3x, where it's quite possible that it will take an entire one of your six hour game sessions to play through one encounter.
Just wanted to chime in here - high-level combats are VERY slow. When we did an epic campaign (~L30), a single combat took upwards of two hours. That's why many groups don't go much beyond 15th-20th level.
 

This poll is very subjective, as you can see by the replies. Depending on frequency of play, player/DM preferences, etc., "just right" can vary greatly. My gaming group meets maybe 12-21 times per year, so I level them up once every 3 gaming sessions (a session lasting 4-5 hours) or so for an average of 4-7 levels per year. Any slower advancement and my campaigns would never progress past 10th level. If we met weekly and averaged 40-50 sessions per year, then my preference would be to advance them more slowly. My goal is to work through 1 tier of play (4E) in one year's worth of gaming so I can finish a campaign in roughly 3 years and then start a new one. That's just me.
 


Then you need to factor in the often molasses slow combat of levels 10+ in 3x, where it's quite possible that it will take an entire one of your six hour game sessions to play through one encounter. This, too, can significantly impact the number of encounter that you play through in a year.

Combat speed was never a problem. Even with 6 PCs, 4 cohorts, and a dozen or monsters few combats took more than 2 hours. I could have two combats a session plus time for RP, the problem was that a group of 10 requires either a very powerful singular monster or 30+ humanoids. After the 22nd random dire beast marauds through the countryside or the 18th band of orc raiders appears out of nowhere, the party begins to doubt the value of nobility.

I had to wait for the PCs to be in a threat-worthy location or do something that aroused the ire of local powers. Once the group got access to magical travel (feathers, teleport, mass fly, etc) especially with anti-scry spells it became even more problematic as their standing enemies had trouble getting forces in place in time before they vanish.

And, as you note, you then have to factor in casual gamers spending more time shooting the breeze than playing and things like using fiat to award XP at higher levels in lieu of good rules for high level challenges (which can through a huge wrench in the works).

My gamers didn't goof off IRL, their characters would goof off. They threw honest to {diety} victory parties when they returned flush with coin. They'd hire caterers, bartenders, entertainers, the whole shebang. And if they were far from home, they'd buy presents to bring back to their allies. "So this is Balifor, the source of the finest crystal goods in the known world. Let's commission items and arrange for them to be shipped to our pals!"

If it was a place that they saw value in returning on a regular basis, they'd leverage the contacts they already had (and thanks to the bribes-er, gifts, they had lots) to hire local factors and rent out or buy property in town, join guilds, etc. The hundreds of followers they had racked up between the four with Leadership were scattered hither and yon over two continents watching and maintaining their properties.

Great RP stuff that tied the PCs to the setting but jeez, it took time. Lots of time. Time that didn't justify giving out XP.

Still, though, D&D 3x levels too fast for me. My first AD&D 1e character took almost two years of weekly sessions (with a few exceptions) to gain three levels. :D

I'd pull my teeth out if leveling took that long.
 

This poll is very subjective, as you can see by the replies. Depending on frequency of play, player/DM preferences, etc., "just right" can vary greatly. My gaming group meets maybe 12-21 times per year, so I level them up once every 3 gaming sessions (a session lasting 4-5 hours) or so for an average of 4-7 levels per year. Any slower advancement and my campaigns would never progress past 10th level. If we met weekly and averaged 40-50 sessions per year, then my preference would be to advance them more slowly. My goal is to work through 1 tier of play (4E) in one year's worth of gaming so I can finish a campaign in roughly 3 years and then start a new one. That's just me.
Seems to me, from the responses so far, that 12-15 hours per level is about "right", regardless of the actual amount of XP handed out. If you do weekly sessions at ~5 hours each, say 45 sessions a year, that's about 15 levels in a year. That sounds pretty reasonable to me.

Doubling needed XP per level is what we did (and do). Works just fine for us.
Question for you and the other folks who said the same: Do you hand out just combat XP, or you do add in RP, story goals, and misc. rewards?
 

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