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<blockquote data-quote="Dreaddisease" data-source="post: 220560" data-attributes="member: 3548"><p>I thought level advancement was an average of 13.3 encounters per advancement when all of those encounters are at the same level of the average party memeber. 13.3 sounds about right. I know I go through 7-9 encounters per level because we are fighting things that are 1-2 level(s) higher than us on average.</p><p></p><p>I agree that level advancement should not be counted in sessions. one encounter in one session and 5 in another session can off balance the advancement/session ratio drastically. Advancement per encounter is a better way to judge the advancement. Slowing down is very much acceptable. </p><p></p><p>If your really into the RP aspect than the party shouldn't be fighting baddies to get that feat or that special ability at that next level but to further the story line. A good DM should get responses from players that are more towards the story line than the number of monsters. That is my opinion. There will always be rules debates and extraordinary situations that require you to thumb through pages of the core rules/accesories for a few minutes but if they are more concerned about returning that sacred sword to the queen of light that they had to retrieve from that dungeon full of baddies more than how many baddies they killed then its a game worth playing.</p><p></p><p>I would also suggest to the DMs that they don't consistently throw hard hard monsters at their players. This leads to players wanting to be more powerful to defeat these things. Sometimes its nice for the players to know just how powerful their players are by defeating lower CR creatures. Just a thought. </p><p></p><p>As an example we had a sorcerer focused on fire spells and few other spells (being from an elemental plane of ice) and me a rogue who had incredible back stab stats. After 3 combats of fire resistent constructs the sorcerer and I were ready to change classes and couldn't wait until the next level to get some different spells and so my rogue could specialize in a weapon other than a dagger. The next battle after these we were pitted against a creature who wasn't immune to critical hits and another that was but was not immune to fire. Sorcerer let it rip and the rogue was happy. </p><p></p><p>I know the DMG goes over this but I can't stress that the game should be fun and challenging. </p><p></p><p>Wow, this is too long.</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 220560, member: 3548"] I thought level advancement was an average of 13.3 encounters per advancement when all of those encounters are at the same level of the average party memeber. 13.3 sounds about right. I know I go through 7-9 encounters per level because we are fighting things that are 1-2 level(s) higher than us on average. I agree that level advancement should not be counted in sessions. one encounter in one session and 5 in another session can off balance the advancement/session ratio drastically. Advancement per encounter is a better way to judge the advancement. Slowing down is very much acceptable. If your really into the RP aspect than the party shouldn't be fighting baddies to get that feat or that special ability at that next level but to further the story line. A good DM should get responses from players that are more towards the story line than the number of monsters. That is my opinion. There will always be rules debates and extraordinary situations that require you to thumb through pages of the core rules/accesories for a few minutes but if they are more concerned about returning that sacred sword to the queen of light that they had to retrieve from that dungeon full of baddies more than how many baddies they killed then its a game worth playing. I would also suggest to the DMs that they don't consistently throw hard hard monsters at their players. This leads to players wanting to be more powerful to defeat these things. Sometimes its nice for the players to know just how powerful their players are by defeating lower CR creatures. Just a thought. As an example we had a sorcerer focused on fire spells and few other spells (being from an elemental plane of ice) and me a rogue who had incredible back stab stats. After 3 combats of fire resistent constructs the sorcerer and I were ready to change classes and couldn't wait until the next level to get some different spells and so my rogue could specialize in a weapon other than a dagger. The next battle after these we were pitted against a creature who wasn't immune to critical hits and another that was but was not immune to fire. Sorcerer let it rip and the rogue was happy. I know the DMG goes over this but I can't stress that the game should be fun and challenging. Wow, this is too long. [/QUOTE]
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