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<blockquote data-quote="Revinor" data-source="post: 4110740" data-attributes="member: 25037"><p>I think it was always a case. I don't think that number of encounters per day is important - even in 3e, if you put dense encounters (every day an encounter or two), you will get players to 20th level in few months in-game time.</p><p></p><p>3e had time sinks which prevented this from happening - IMC magic item creation was most time consuming. Scribing spells was another big time sink. Travel times could be also used for that, but phantom steed was helping a lot, teleport was solving the problem - but anyway, not every campaign require huge amount of traveling.</p><p></p><p>Biggest question here, why are you worried? D&D is not for simulating any kind of 'fantasy reality' from books/whatever - it is not even able to simulate it's own world. Player rules are different from rest of the world rules. Just because some NPC took 20 years to get 5th level wizard, doesn't mean that players have to do it same way. Adding artificial time sinks can hide the problem, but problems stays the same (characters will advance to 20/30lvl in few months of activity time, with any amount of time sinks not advancing them even a slight bit). Advancing from 1st to 10th in a week and then travelling on the ship for half a year does not make advancement rate 1.5 levels a month.</p><p></p><p>I would suggest you forgetting about the issue. Players are like very aggresive exchange option players - they gamble everything on knockout products, being able to gain 10x money in week, but having 90% chance of losing everything (dying in case of PCs). Other people invest in safe bonds, getting 5x return after 40 years, with 0.001% of losing the money (NPCs in this case). I think it is more fun to play aggressive version of investors, rather then pension fund.</p></blockquote><p></p>
[QUOTE="Revinor, post: 4110740, member: 25037"] I think it was always a case. I don't think that number of encounters per day is important - even in 3e, if you put dense encounters (every day an encounter or two), you will get players to 20th level in few months in-game time. 3e had time sinks which prevented this from happening - IMC magic item creation was most time consuming. Scribing spells was another big time sink. Travel times could be also used for that, but phantom steed was helping a lot, teleport was solving the problem - but anyway, not every campaign require huge amount of traveling. Biggest question here, why are you worried? D&D is not for simulating any kind of 'fantasy reality' from books/whatever - it is not even able to simulate it's own world. Player rules are different from rest of the world rules. Just because some NPC took 20 years to get 5th level wizard, doesn't mean that players have to do it same way. Adding artificial time sinks can hide the problem, but problems stays the same (characters will advance to 20/30lvl in few months of activity time, with any amount of time sinks not advancing them even a slight bit). Advancing from 1st to 10th in a week and then travelling on the ship for half a year does not make advancement rate 1.5 levels a month. I would suggest you forgetting about the issue. Players are like very aggresive exchange option players - they gamble everything on knockout products, being able to gain 10x money in week, but having 90% chance of losing everything (dying in case of PCs). Other people invest in safe bonds, getting 5x return after 40 years, with 0.001% of losing the money (NPCs in this case). I think it is more fun to play aggressive version of investors, rather then pension fund. [/QUOTE]
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