Trellian said:
well, i tried to tone it down when we used the CR system, but if you check almost EVERY adventure in Dungeon Magazine, it says that "by the end of the adventure the characters should achieve a level". I feel it should take many sessions and several years to achieve even 10th level, let alone epic.
Well...at one level per 3 sessions, it will be 27 sessions to reach 10th level...If you're having trouble with the CR system, 'tis best to just give an ad hoc award at the end of each session that keeps advancement at the desired rate. Then you don't have to muck with the other XP related rules.
A couple of points though....
Someone mentioned DMs with a 2e (or 1e) mindset when it comes to advancement...maybe you're one of these, maybe not. Just keep in minde that 3e seems to be designed such that character levels are higher in 3e. So a 3rd level character in 1e/2e seems to be equivalent to a 5th level character in 3e. So where a 1e campaign world was populated with 99% "0th level" humans, the 3e world is populated with 99% 1st - 3rd level commoners and experts. If you look at it that way, things might make a little more sense...maybe.
Also, part of controlling the powerlevel of your campaign is controlling the availibilty of adventures. What do I mean by that? Well...let's assume that all XP comes from combat...(not that it has to). For a party to get from 1st to 11th level, they have to fight 140 battles against opponents of an appropriate challenge. 140! Realistically, how many battles can a person expect to fight in their life in your world?
So here is what I do. I limit the adventure opportunities available to the party. It is assumed that between those adventures their leading more or less "normal" lives and growing into their new power levels. This part of their lives is too dull to bother "gaming" with...this is where the characters are building their homes, establishing their famillies, doing their normal jobs, etc.
Think about it...a typical large town in my campaign world has about 10,000 people in it...maybe double that lives in outlying villages and farmlands...so 30,000 people. Most of those people ought to be going about their uninteresting lives as bakers, blacksmiths and ditch diggers. How many "monsters" can such a population support. Not many. If you're trying to keep power levels down to a minimum it should be rare that a marauding troll starts raiding livestock or evil wizard attempts to enslave the residents of a nearby village. If you want a more dangerous world where giants and maniacal clerics who summon demons to terrorize the country side are common then obviously power levels will naturally be higher. Right?
So I run my campaign as a series of mini-campaigns. The last one I ran started out with four or five sessions spent defeating a group of goblins who were raiding a trade route. The characters went from 1st to 4th level. They had made a name for themselves in the local area (and even made a few enemies). Then FOUR YEARS went by. During that time, the fighter became a soldier for a local lord, the Ranger made a living as a hunter, the Cleric worked as a healer at a local temple. Then a great wolf and a dark rider appeared and trouble started again...the heroes reunited to track down this new threat to their homes.
Anyway...that's how I do it...sure, it should take years to become 10th level...because most people aren't out adventuring every moment of their lives. If they are adventuring constantly and they manage to survive, then it should be no wonder that they quickly gain levels. That's my take on it anyway.