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More "realistic" advancement in D&D?
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<blockquote data-quote="S'mon" data-source="post: 5039664" data-attributes="member: 463"><p>I certainly think this is a much better approach than trying to rebuild the entire structure of the game. There are lots of tweaks that can be made together to give the effect you want, without any changes to the core structure. </p><p></p><p>For 4e, you can run an Heroic Tier world where levels run 1-10; magic items of level 11+ are artifacts created by the gods etc. </p><p></p><p>Using half XP, it takes around 6 sessions to level, that gives you around 60 sessions before the PCs would normally exceed the cap, which is more than the 3e campaign standard of '52 sessions to go 1-20'.</p><p></p><p>Make most NPCs 3rd-7th level monsters; that way they remain viable as threats or allies all through the campaign; eg PCs can fight a lone 7th level gnoll at 1st level, a small group at 5th, and a large pack with leaders at 9th, and still be challenged. No one wonders why the monsters don't stomp the cities with their mostly 3rd level Human Guards. You won't need to adjust NPC stats for party level, and the world will still seem real. Your monster palette can use roughly the 1st 15 levels without adjustment, higher level monsters can be de-levelled for use (eg I take ca 6 levels off the Paragon giants, putting them mostly in the 9th-12th level range).</p><p></p><p>Another advantage of this approach is that you can always change your mind later, going to regular advancement rate and/or going into Paragon tier, and there won't be a massive wrench.</p><p></p><p>My own <em>Vault of Larin Karr</em> 4e campaign is basically Heroic Tier, with a few (presumably) low Paragon NPCs far offstage. I use a sandbox setting and standard XP, I'm finding it's taking 3-4 sessions to level, which works well for me since I'm only running 1 game every 2 weeks for 6 session/3 month periods, then taking breaks of several months. Any slower would be too slow for my needs. If I were running daily then half XP would be better.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5039664, member: 463"] I certainly think this is a much better approach than trying to rebuild the entire structure of the game. There are lots of tweaks that can be made together to give the effect you want, without any changes to the core structure. For 4e, you can run an Heroic Tier world where levels run 1-10; magic items of level 11+ are artifacts created by the gods etc. Using half XP, it takes around 6 sessions to level, that gives you around 60 sessions before the PCs would normally exceed the cap, which is more than the 3e campaign standard of '52 sessions to go 1-20'. Make most NPCs 3rd-7th level monsters; that way they remain viable as threats or allies all through the campaign; eg PCs can fight a lone 7th level gnoll at 1st level, a small group at 5th, and a large pack with leaders at 9th, and still be challenged. No one wonders why the monsters don't stomp the cities with their mostly 3rd level Human Guards. You won't need to adjust NPC stats for party level, and the world will still seem real. Your monster palette can use roughly the 1st 15 levels without adjustment, higher level monsters can be de-levelled for use (eg I take ca 6 levels off the Paragon giants, putting them mostly in the 9th-12th level range). Another advantage of this approach is that you can always change your mind later, going to regular advancement rate and/or going into Paragon tier, and there won't be a massive wrench. My own [I]Vault of Larin Karr[/I] 4e campaign is basically Heroic Tier, with a few (presumably) low Paragon NPCs far offstage. I use a sandbox setting and standard XP, I'm finding it's taking 3-4 sessions to level, which works well for me since I'm only running 1 game every 2 weeks for 6 session/3 month periods, then taking breaks of several months. Any slower would be too slow for my needs. If I were running daily then half XP would be better. [/QUOTE]
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