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Leveling: Too fast, too slow, or just right?
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<blockquote data-quote="kigmatzomat" data-source="post: 4759354" data-attributes="member: 9254"><p>Wow, people really like slow leveling. I ran a "vanilla" 3.0 game and it took me from February 2001 - August 2008, running 6 hour games every 2 weeks to get a group from 1st level to 23rd level. That's a whopping 3 levels each year. I just about pulled my hair out at how slow the characters gained in power.</p><p></p><p>About the only thing I agree with 4th ed is that leveling should be sped up. Most campaigns I've been in or heard of tend to last for a dozen sessions or so and often a lot of the reason the games fall apart is that the players get irritated with slow advancement. </p><p></p><p>I had trouble throwing enough rational, store-relevant encounters to give out enough XP. And I gave out XP for anything that looked reasonable. Social challenges were treated as "traps" that had to be disarmed or worked around. The players were told that some encounters would be too high level for them to survive a combat encounter and that it wouldn't be obvious, but they'd get XP for talking or avoiding conflict. Roleplaying got XP awards with bonuses for developing and/or reaching in-character goals. </p><p></p><p>Admittedly, some of the slow leveling was the players; they spent a lot of sessions socializing (in-character) or scheming. I suppose my plots contributed to that; we kept a dry-erase board of goals/plot points and at the end of the campaign there were more than a dozen entries. I think the fact that players managed to eliminate a plot points with regularity offset the slow leveling and gave the appearance of progress.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 4759354, member: 9254"] Wow, people really like slow leveling. I ran a "vanilla" 3.0 game and it took me from February 2001 - August 2008, running 6 hour games every 2 weeks to get a group from 1st level to 23rd level. That's a whopping 3 levels each year. I just about pulled my hair out at how slow the characters gained in power. About the only thing I agree with 4th ed is that leveling should be sped up. Most campaigns I've been in or heard of tend to last for a dozen sessions or so and often a lot of the reason the games fall apart is that the players get irritated with slow advancement. I had trouble throwing enough rational, store-relevant encounters to give out enough XP. And I gave out XP for anything that looked reasonable. Social challenges were treated as "traps" that had to be disarmed or worked around. The players were told that some encounters would be too high level for them to survive a combat encounter and that it wouldn't be obvious, but they'd get XP for talking or avoiding conflict. Roleplaying got XP awards with bonuses for developing and/or reaching in-character goals. Admittedly, some of the slow leveling was the players; they spent a lot of sessions socializing (in-character) or scheming. I suppose my plots contributed to that; we kept a dry-erase board of goals/plot points and at the end of the campaign there were more than a dozen entries. I think the fact that players managed to eliminate a plot points with regularity offset the slow leveling and gave the appearance of progress. [/QUOTE]
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