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<blockquote data-quote="Lanefan" data-source="post: 4111130" data-attributes="member: 29398"><p>The 3e/4e design of gaining levels so frequently - sometimes several levels within a single adventure if it's a big one - kinda put the final nail in the coffin of one of the more effective ways of slowing down advancement in game-world time: training.</p><p></p><p>If characters have to stand down for a few weeks every level and train - never mind possibly having to travel to somewhere where training may be had - that right there means it'll take longer in-game to get to high level. Still not "longer" enough, but it's a start.</p><p></p><p>A DM can slow things down by not always having another adventure waiting for the party, but this fails if the party insists on proactively going out and finding trouble as soon as they can every chance they get.</p><p></p><p>Others have mentioned travel, which sure helps at lower levels, and slowing down the actual advancement rate (i.e. more ExP per level); both are good, but there's really no substitute for the DM giving parties something to do between adventures - castle-building, spell research, planning a wedding (this one works - I managed to get two parties to take a couple of months off because a couple of PCs had decided to get married to each other and all hands were invited to the wedding), etc.</p><p></p><p>It's a problem, though. Even 1e recognized it, and tried (badly) to handle it by suggesting that one non-session day to the players is one day to the PCs - obviously, this falls apart when the session ends with the PCs in mid-adventure; or worse, in mid-combat.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4111130, member: 29398"] The 3e/4e design of gaining levels so frequently - sometimes several levels within a single adventure if it's a big one - kinda put the final nail in the coffin of one of the more effective ways of slowing down advancement in game-world time: training. If characters have to stand down for a few weeks every level and train - never mind possibly having to travel to somewhere where training may be had - that right there means it'll take longer in-game to get to high level. Still not "longer" enough, but it's a start. A DM can slow things down by not always having another adventure waiting for the party, but this fails if the party insists on proactively going out and finding trouble as soon as they can every chance they get. Others have mentioned travel, which sure helps at lower levels, and slowing down the actual advancement rate (i.e. more ExP per level); both are good, but there's really no substitute for the DM giving parties something to do between adventures - castle-building, spell research, planning a wedding (this one works - I managed to get two parties to take a couple of months off because a couple of PCs had decided to get married to each other and all hands were invited to the wedding), etc. It's a problem, though. Even 1e recognized it, and tried (badly) to handle it by suggesting that one non-session day to the players is one day to the PCs - obviously, this falls apart when the session ends with the PCs in mid-adventure; or worse, in mid-combat. Lanefan [/QUOTE]
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