CapnZapp
Legend
Anyone else feeling the levels go by far too fast?
And how relatively feature-poor the early levels are?
At least, that's how I feel after DM'ing a sandbox game. The characters are already level five, and yet there's so much more to do (exploration-wise, meeing NPCs, solving quests, etc). Already now, plot lines intended for levels one and two are starting to lose their relevance...
First I thought about reducing the XP gains, but that would only mean more time between each award (higher plusses, new powers, etc). This would be boring and a bit unfair.
Instead, it hit me to redo the Character Advancement table for the Heroic Tier.
Or rather, up until 13th level. That's when you no longer get more powers‡, you just upgrade the ones you've got. Why not make it so you reach this maximum in the number of powers you have sooner? Much sooner...
By this houserule, you don't need to play as many characters to get to try out several low-level powers!
‡) As you can see, with this table, a character gets all his utility powers by twelfth level. Thus for levels 16, 22 and 26, you don't gain more utility powers, you just replace the one's you already got.
Because some classes and builds are fairly restricted in the powers they can take advantage of, I'd recommend you as the DM to allow powers from similar classes. What I mean by similar depends on your game, it could be by power source or by role.
If you have four players and they select one martial, one divine, one arcane, and one primal class; then I'd allow powers based on power source. But if the same players instead select one Defender, one Striker, one Leader and one Controller; I'd allow powers based on role instead.
As this recommendation has the potential to be unbalanced, you should make sure the players see what you're trying to do and that they accept there can be certain abusive combos you will deny them.
And how relatively feature-poor the early levels are?
At least, that's how I feel after DM'ing a sandbox game. The characters are already level five, and yet there's so much more to do (exploration-wise, meeing NPCs, solving quests, etc). Already now, plot lines intended for levels one and two are starting to lose their relevance...
First I thought about reducing the XP gains, but that would only mean more time between each award (higher plusses, new powers, etc). This would be boring and a bit unfair.
Instead, it hit me to redo the Character Advancement table for the Heroic Tier.

Or rather, up until 13th level. That's when you no longer get more powers‡, you just upgrade the ones you've got. Why not make it so you reach this maximum in the number of powers you have sooner? Much sooner...
By this houserule, you don't need to play as many characters to get to try out several low-level powers!
Code:
XP Level Powers and Features Feats Known Total Powers Known
0 1st class features; racial traits; train starting skills; 1† 2/1/1/0
gain 2 at-will attack powers; gain 1 encounter attack
power; gain 1 daily attack power; gain 1 feat
500 gain 1 encounter attack power 1 2/2/1/0
1,000 2nd gain 1 utility power; gain 1 feat 2 2/2/1/2
1,625 gain 1 daily attack power 2 2/2/2/2
2,250 3rd gain 1 encounter attack power 2 2/3/2/2
3,000 gain 1 daily attack power; gain 1 feat 3 2/3/3/2
3,750 4th gain 1 utility power 3 2/3/3/3
4,625 replace 1 encounter attack power 3 2/3*/3/3
5,500 5th replace 1 daily attack power; gain 1 feat 4 2/3/3*/3
6,500 gain 1 encounter attack power 4 2/4/3/3
7,500 6th gain 1 utility power 4 2/4/3/4
8,750 gain 1 daily attack power; gain 1 feat 5 2/4/4/4
10,000 7th replace 1 encounter attack power 5 2/4*/4/4
11,500 replace 1 utility power 5 2/4/4/4*
13,000 8th gain 1 utility power; gain 1 feat 6 2/4/4/5
14,750 replace 1 encounter attack power 6 2/4*/4/5
16,500 9th replace 1 daily attack power 6 2/4/4*/5
18,500 replace 1 utility power; gain 1 feat 7 2/4/4/5*
20,500 10th gain 1 utility power 7 2/4/4/6
23,250 7 2/4/4/6
26,000 11th paragon path features; replace 1 paragon path encounter 8 2/4*/4/6
attack power; gain 1 feat
29,000 replace 1 utility power 8 2/4/4/6*
32,000 12th gain 1 paragon path utility power; gain 1 feat 9 2/4/4/7
Because some classes and builds are fairly restricted in the powers they can take advantage of, I'd recommend you as the DM to allow powers from similar classes. What I mean by similar depends on your game, it could be by power source or by role.
If you have four players and they select one martial, one divine, one arcane, and one primal class; then I'd allow powers based on power source. But if the same players instead select one Defender, one Striker, one Leader and one Controller; I'd allow powers based on role instead.
As this recommendation has the potential to be unbalanced, you should make sure the players see what you're trying to do and that they accept there can be certain abusive combos you will deny them.