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*Pathfinder & Starfinder
Spread-Out Levelling: Giving the characters more, for less
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<blockquote data-quote="Jeff Wilder" data-source="post: 1798904" data-attributes="member: 5122"><p>Exactly what I was thinking. This won't solve the perceived problem as stated.</p><p></p><p>It <em>is</em> an interesting idea on its own, though. As a DM, I've found myself feeling the same way ... levelling happens way too fast, but when I take it significantly slower, my players start to feel like their PCs aren't growing into their destinies fast enough. And as a player, I know that I love settling down in front of my computer to level my theurge up, but at the same time I feel it's a little cheesy to gain 10 levels in one game-year (and RL-year) (and that's only if the DM grants plenty of down-time).</p><p></p><p>So maybe you could significantly slow level progression -- by, say, doubling each line on the XP chart -- but still give the players the feeling of (mechanical) character advancement by dividing up the benefits.</p><p></p><p>Seriously, very interesting idea. I might try it in my next campaign.</p><p></p><p>My concern is getting the balance right ... you don't want to give the wizard more "between levels" than you give the rogue.</p><p></p><p>I wonder if you could just halve any benefits. Have the player roll HP, but he gets half now, and half later. Class abilities could be diluted (or deferred if too powerful, or granted if not-so-powerful) pending the next half-level. BAB doesn't go up, but saves do (to enhance defense). Halve skill points. Feats would have to be deferred. Hmmm.</p><p></p><p>I definitely like the idea. I really think it might be what I need to slow down advancement to what <em>I'd</em> like, without my players squawking.</p><p></p><p>Of course, it's a slippery slope. In D&D 7E, we might very well be buying BAB with XP ...</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 1798904, member: 5122"] Exactly what I was thinking. This won't solve the perceived problem as stated. It [i]is[/i] an interesting idea on its own, though. As a DM, I've found myself feeling the same way ... levelling happens way too fast, but when I take it significantly slower, my players start to feel like their PCs aren't growing into their destinies fast enough. And as a player, I know that I love settling down in front of my computer to level my theurge up, but at the same time I feel it's a little cheesy to gain 10 levels in one game-year (and RL-year) (and that's only if the DM grants plenty of down-time). So maybe you could significantly slow level progression -- by, say, doubling each line on the XP chart -- but still give the players the feeling of (mechanical) character advancement by dividing up the benefits. Seriously, very interesting idea. I might try it in my next campaign. My concern is getting the balance right ... you don't want to give the wizard more "between levels" than you give the rogue. I wonder if you could just halve any benefits. Have the player roll HP, but he gets half now, and half later. Class abilities could be diluted (or deferred if too powerful, or granted if not-so-powerful) pending the next half-level. BAB doesn't go up, but saves do (to enhance defense). Halve skill points. Feats would have to be deferred. Hmmm. I definitely like the idea. I really think it might be what I need to slow down advancement to what [i]I'd[/i] like, without my players squawking. Of course, it's a slippery slope. In D&D 7E, we might very well be buying BAB with XP ... [/QUOTE]
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