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Musing on Levels and Campaign Pacing.
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<blockquote data-quote="GM Lent" data-source="post: 6943104" data-attributes="member: 6798775"><p>I don't use experience; my players' characters level every so many sessions we play. One of them pointed out to me that, since we tend to talk and joke around a lot during our sessions, I may need to revise the exact forumula I use for that progression, but I'm still happy with the idea overall.</p><p></p><p>Particularly in 5e, kobolds can be nasty. They always have been, but there is a common association with monsters that individually weak=stupid. You can dig up the old 2e Adventure <em>Dragon Mountain</em> if you want to see what a foolish assumption that can be, and for ideas on how to make kobolds a high-level threat.</p><p></p><p>I'm very much an old-school DM in some ways, up to and including my expectation that the players will react appropriately to suicidally dangerous odds or situations. If they are facing an army of goblins and they decide to confront said army head-on on a flat battlefield, they will go down. </p><p></p><p>That said, it's not my goal to punish them or make the game less fun. Last time we played, they came upon a winged ape that, in the ensuing battle, literally impaled one of the characters with his own spear, dropping him to 0 hit points and pinning his body to the wall. The player recounts that experience with relish, and holds it as the single best session we've had in the campaign. His two companions (our friends in real life and, in-game, his brothers) concocted schemes to get him up and going again, but the sense of real danger is what made the scene memorable. Would I have let hum die? Probably not, but it was a choice I didn't need to make due to everyone's engagement with their characters and the scene.</p><p></p><p>But I'm rambling.</p><p></p><p>My advice: don't sweat it. No matter which edition you're coming from, tings will operate a little differently. Feel free to change what you want to work the way it did before, but give the rules as written a shot; you might be surprised. I was strongly against the quick-and-easy healing in 5e on paper, but in practice it allows me to run a pretty brutal, violent game, which is perfect for the sword & sorcery style campaign I wanted to run. </p><p></p><p>You'll find your way with the rules the same as the rest of us. What works for my group might not work for yours and vice versa. That isn't a design flaw, it's why we play D&D instead of a video game.</p></blockquote><p></p>
[QUOTE="GM Lent, post: 6943104, member: 6798775"] I don't use experience; my players' characters level every so many sessions we play. One of them pointed out to me that, since we tend to talk and joke around a lot during our sessions, I may need to revise the exact forumula I use for that progression, but I'm still happy with the idea overall. Particularly in 5e, kobolds can be nasty. They always have been, but there is a common association with monsters that individually weak=stupid. You can dig up the old 2e Adventure [I]Dragon Mountain[/I] if you want to see what a foolish assumption that can be, and for ideas on how to make kobolds a high-level threat. I'm very much an old-school DM in some ways, up to and including my expectation that the players will react appropriately to suicidally dangerous odds or situations. If they are facing an army of goblins and they decide to confront said army head-on on a flat battlefield, they will go down. That said, it's not my goal to punish them or make the game less fun. Last time we played, they came upon a winged ape that, in the ensuing battle, literally impaled one of the characters with his own spear, dropping him to 0 hit points and pinning his body to the wall. The player recounts that experience with relish, and holds it as the single best session we've had in the campaign. His two companions (our friends in real life and, in-game, his brothers) concocted schemes to get him up and going again, but the sense of real danger is what made the scene memorable. Would I have let hum die? Probably not, but it was a choice I didn't need to make due to everyone's engagement with their characters and the scene. But I'm rambling. My advice: don't sweat it. No matter which edition you're coming from, tings will operate a little differently. Feel free to change what you want to work the way it did before, but give the rules as written a shot; you might be surprised. I was strongly against the quick-and-easy healing in 5e on paper, but in practice it allows me to run a pretty brutal, violent game, which is perfect for the sword & sorcery style campaign I wanted to run. You'll find your way with the rules the same as the rest of us. What works for my group might not work for yours and vice versa. That isn't a design flaw, it's why we play D&D instead of a video game. [/QUOTE]
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