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General Tabletop Discussion
*TTRPGs General
More "realistic" advancement in D&D?
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<blockquote data-quote="Mallus" data-source="post: 5041803" data-attributes="member: 3887"><p>The trick to more 'realistic' advancement isn't tinkering with the XP system, it's limiting the number of opportunities PC's have to acquire XP per game-calender year. Call it campaign clock control. Only run a few adventures per game year, if that. </p><p></p><p>End adventures with "Two years pass before the Northern Orcs return to plague the lands". </p><p></p><p>If the campaign is more PC-driven, begin adventures with "After six months of tedious research, you finally discover the location of the Crypt of Buried Bling".</p><p></p><p>No matter what variant XP system you use, if you allow PC's to gain experience --virtually-- every day of the year, it's unavoidable that they'll go from brash young farm hand to ass-kicking demigod in less time than it would take them to earn an associates degree. </p><p></p><p>The problem seems to be the way real time maps to in-game time. Changing the real-time advancement rate by lowering XP awards attacks the wrong end of the problem. The more elegant solution is the change (well, more like 'break') the relationship between real-world time and game time. If PC's are gaining levels too quickly between adventures, increase the amount of in-game time between adventures.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5041803, member: 3887"] The trick to more 'realistic' advancement isn't tinkering with the XP system, it's limiting the number of opportunities PC's have to acquire XP per game-calender year. Call it campaign clock control. Only run a few adventures per game year, if that. End adventures with "Two years pass before the Northern Orcs return to plague the lands". If the campaign is more PC-driven, begin adventures with "After six months of tedious research, you finally discover the location of the Crypt of Buried Bling". No matter what variant XP system you use, if you allow PC's to gain experience --virtually-- every day of the year, it's unavoidable that they'll go from brash young farm hand to ass-kicking demigod in less time than it would take them to earn an associates degree. The problem seems to be the way real time maps to in-game time. Changing the real-time advancement rate by lowering XP awards attacks the wrong end of the problem. The more elegant solution is the change (well, more like 'break') the relationship between real-world time and game time. If PC's are gaining levels too quickly between adventures, increase the amount of in-game time between adventures. [/QUOTE]
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