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Slow Advancement Rocks
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<blockquote data-quote="Lanefan" data-source="post: 5259843" data-attributes="member: 29398"><p>Which measn, I guess, that you prefer to change campaigns on a regular basis. Assuming weekly or near-weekly play, by the numbers you give here you'll hit your preferred level cap after about a year or 15 months...which to me is barely enough time to really establish a campaign and setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Others have made some obvious (but excellent) points:</p><p> - the expected level range across the various editions has increased by about 10 per recent edition (1e = 1-10, 2e = 1-it's hard to say, 3e = 1-20, 4e = 1-30) so even if all other things are equal levelling will be more frequent in 4e than any previous edition.</p><p> - particularly in 3e, the party was assumed by design to be all roughly the same level, and it was very hard to break away from this without getting the lower-level types creamed at every turn. (I've no idea if 4e is also like this)</p><p></p><p>Is there an answer? Depends, I suppose; though one possibility might be a sequence like: </p><p>- reduce the powers gained at each level to the point where you're reintroducing the concept of "dead levels"; then</p><p>- eliminate the dead levels entirely and renumber the rest to suit (e.g. a 1-30 range might concatenate to 1-15); then</p><p>- reduce the powers gained at each level again such that a party of, say, a three-level range can adventure together without the lower-level types being at too much risk; then</p><p>- take Pathfinder's idea of slow-medium-fast advance rates and apply it; then</p><p>- take the caps off such that if a campaign goes long enough it can carry on beyond the design ceiling (and a DM has options for very high-level opponents).</p><p></p><p>In other words, make advancement of variable importance in the game - if you're using the fast track, it's important, while if you're on the slow track it's more a side-effect of the game.</p><p></p><p>And in any case, as another side effect this might get rid of a great deal of "numbers bloat" in other areas as well.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5259843, member: 29398"] Which measn, I guess, that you prefer to change campaigns on a regular basis. Assuming weekly or near-weekly play, by the numbers you give here you'll hit your preferred level cap after about a year or 15 months...which to me is barely enough time to really establish a campaign and setting. :) Others have made some obvious (but excellent) points: - the expected level range across the various editions has increased by about 10 per recent edition (1e = 1-10, 2e = 1-it's hard to say, 3e = 1-20, 4e = 1-30) so even if all other things are equal levelling will be more frequent in 4e than any previous edition. - particularly in 3e, the party was assumed by design to be all roughly the same level, and it was very hard to break away from this without getting the lower-level types creamed at every turn. (I've no idea if 4e is also like this) Is there an answer? Depends, I suppose; though one possibility might be a sequence like: - reduce the powers gained at each level to the point where you're reintroducing the concept of "dead levels"; then - eliminate the dead levels entirely and renumber the rest to suit (e.g. a 1-30 range might concatenate to 1-15); then - reduce the powers gained at each level again such that a party of, say, a three-level range can adventure together without the lower-level types being at too much risk; then - take Pathfinder's idea of slow-medium-fast advance rates and apply it; then - take the caps off such that if a campaign goes long enough it can carry on beyond the design ceiling (and a DM has options for very high-level opponents). In other words, make advancement of variable importance in the game - if you're using the fast track, it's important, while if you're on the slow track it's more a side-effect of the game. And in any case, as another side effect this might get rid of a great deal of "numbers bloat" in other areas as well. Lanefan [/QUOTE]
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