Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rate of advancement per encounter in 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Revinor" data-source="post: 4112002" data-attributes="member: 25037"><p>In general, advancement rate is very easy to control. Just apply some percentage to xp gained. Original idea was 13 encounters per level, with 3-4 encounters per session. I don't see it as very fast, this still means 70 sessions to get from 1st to 20 lvl, assuming no deaths/raise deads. If you have much more encounters per session... try to fill up the time with some non-combat related activities.</p><p></p><p>In 3e, only thing which was going crazy when you played with advancement rates was treasure. If you slowed down advancement, people started to end up with too much treasure. Other way around was easier, as you could just drop some extra items/gold once per few levels to get them up to expected wealth level.</p><p></p><p>We have no idea atm how the treasure system will look like in 4e, so it is hard to say how wealth will be affected. Generally, as rule of thumb, modify treasure worth same way as you do with xp and it should be ok.</p><p></p><p>I'm bit suprised that you are worried about too fast advancement. Have you ever got a problem in 2/3e with running out of levels in your campaigns? I have just finished DMing 3+ years (real life) campaign and I got my players from 4th to 18-19th levels and it is only time in our lives we came close to that range. We probably played around 40-50 sessions, but bit longer than usual (around 12 hours each). Previously, campaigns were always dying long before reaching 10th lvl (it was 2nd edition back then). </p><p></p><p>Most common reason (I'm not saying it is your case) from slowing down advancement is because DM has no clue how to run the campaigns on high levels. Creative players with few splat books will work around every normal scenario in no time. Game becomes majorly broken at high levels mechanically, but it is still fun.</p></blockquote><p></p>
[QUOTE="Revinor, post: 4112002, member: 25037"] In general, advancement rate is very easy to control. Just apply some percentage to xp gained. Original idea was 13 encounters per level, with 3-4 encounters per session. I don't see it as very fast, this still means 70 sessions to get from 1st to 20 lvl, assuming no deaths/raise deads. If you have much more encounters per session... try to fill up the time with some non-combat related activities. In 3e, only thing which was going crazy when you played with advancement rates was treasure. If you slowed down advancement, people started to end up with too much treasure. Other way around was easier, as you could just drop some extra items/gold once per few levels to get them up to expected wealth level. We have no idea atm how the treasure system will look like in 4e, so it is hard to say how wealth will be affected. Generally, as rule of thumb, modify treasure worth same way as you do with xp and it should be ok. I'm bit suprised that you are worried about too fast advancement. Have you ever got a problem in 2/3e with running out of levels in your campaigns? I have just finished DMing 3+ years (real life) campaign and I got my players from 4th to 18-19th levels and it is only time in our lives we came close to that range. We probably played around 40-50 sessions, but bit longer than usual (around 12 hours each). Previously, campaigns were always dying long before reaching 10th lvl (it was 2nd edition back then). Most common reason (I'm not saying it is your case) from slowing down advancement is because DM has no clue how to run the campaigns on high levels. Creative players with few splat books will work around every normal scenario in no time. Game becomes majorly broken at high levels mechanically, but it is still fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rate of advancement per encounter in 4E
Top