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<blockquote data-quote="CapnZapp" data-source="post: 4766938" data-attributes="member: 12731"><p>I can imagine I'm not the only DM who have taken one (or two) modules and based a sandbox game on their content. So the PCs follow up various leads and have a bunch of adventures. </p><p></p><p>Now, suddenly they're no longer low-level. What will you do with those adventures that you feel no longer are appropriate? This isn't WoW, where the developers can afford the luxury of having several quests (and even whole zones) of any given level. </p><p></p><p>It would be a shame to not use all those adventuring leads, so what do you do?</p><p></p><p>You could have the players roll up more characters; essentially going through the levels more than once. This might work, but in general is a bad idea - the players naturally want to focus on advancing their "main" character. At least for my group, even if we keep playing for a year, we will probably not have reached Epic levels. Leveling up "alts" is, simply enough, out of the question.</p><p></p><p>So you could reduce XP awards, leveling the PCs slower. With half XP, you can have double the adventure at any given level. And indeed, this is what I have done already. In my case, this means the PCs level approx. once every three or four weeks (and sessions). My players aren't complaining, though they do feel advancement should not get any slower. Getting the occasional "powerup" is, after all, an important part of the D&D experience.</p><p></p><p>Which leads me to the above solution.</p><p></p><p>If you can't reduce XP (further), and you still want to hand out a new toy now and then, you need to add more levels to the game. Which is what I've done - half levels, in fact. </p><p></p><p>Note I'm not saying the regular game is broken in any way. Just offering up a ready-to-use XP table for those who recognize in their own group some of the issues I've covered. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4766938, member: 12731"] I can imagine I'm not the only DM who have taken one (or two) modules and based a sandbox game on their content. So the PCs follow up various leads and have a bunch of adventures. Now, suddenly they're no longer low-level. What will you do with those adventures that you feel no longer are appropriate? This isn't WoW, where the developers can afford the luxury of having several quests (and even whole zones) of any given level. It would be a shame to not use all those adventuring leads, so what do you do? You could have the players roll up more characters; essentially going through the levels more than once. This might work, but in general is a bad idea - the players naturally want to focus on advancing their "main" character. At least for my group, even if we keep playing for a year, we will probably not have reached Epic levels. Leveling up "alts" is, simply enough, out of the question. So you could reduce XP awards, leveling the PCs slower. With half XP, you can have double the adventure at any given level. And indeed, this is what I have done already. In my case, this means the PCs level approx. once every three or four weeks (and sessions). My players aren't complaining, though they do feel advancement should not get any slower. Getting the occasional "powerup" is, after all, an important part of the D&D experience. Which leads me to the above solution. If you can't reduce XP (further), and you still want to hand out a new toy now and then, you need to add more levels to the game. Which is what I've done - half levels, in fact. Note I'm not saying the regular game is broken in any way. Just offering up a ready-to-use XP table for those who recognize in their own group some of the issues I've covered. :) [/QUOTE]
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