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*Dungeons & Dragons
Wandering Monsters 01/29/2014:Level Advancement...
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<blockquote data-quote="DMZ2112" data-source="post: 6254753" data-attributes="member: 78752"><p>Maybe I'm being too theory-bound. Let me try another approach.</p><p></p><p>Joe and Jack are both dungeon masters. Joe is still in college and has dedicated players and flexible free time, so his campaign meets as many as four times a week for an average of two hours each time. We all hate Joe.</p><p></p><p>Jack is a manager at a bank and arguably has more free time than Joe (no homework) but the slow loss of his soul makes motivation on weeknights (and sometimes weekends) a real challenge for him. What's more, some of his middle-aged players have been so foolish as to get married and even spawn. His campaign meets every two weeks for four hours, officially, but misses a lot of sessions.</p><p></p><p>Mike is the head developer of a popular fantasy roleplaying game. In an attempt to assist less experienced judges refereeing his game, he has published a guideline for players' accumulation of experience points.</p><p></p><p>This guideline says that gaining a level requires 2,500 XP, that an equivalent-level encounter should award 250 XP, and also that extensive playtesting has demonstrated that an encounter should take about 1 hour to adjudicate. Given an average session length of four hours and a session frequency of one session per week, Mike concludes that 20th level in his RPG is achievable within 1 year (50 weeks).</p><p></p><p>Now you're expecting me to do math. Ha ha, no, it's a fake out. My question is more simple than that: what value does the following information have to either Joe or Jack?</p><p></p><p></p><p></p><p>What value does this information have to /anyone/ with a schedule even slightly different than one 4-hour session per week? Why should Joe or Jack care?</p><p></p><p>Level/XP, yes. XP/encounter, yes. Encounters/hour, maybe. But how does any information about hours/session or sessions/(time) help /anybody/ except the imaginary average people?</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6254753, member: 78752"] Maybe I'm being too theory-bound. Let me try another approach. Joe and Jack are both dungeon masters. Joe is still in college and has dedicated players and flexible free time, so his campaign meets as many as four times a week for an average of two hours each time. We all hate Joe. Jack is a manager at a bank and arguably has more free time than Joe (no homework) but the slow loss of his soul makes motivation on weeknights (and sometimes weekends) a real challenge for him. What's more, some of his middle-aged players have been so foolish as to get married and even spawn. His campaign meets every two weeks for four hours, officially, but misses a lot of sessions. Mike is the head developer of a popular fantasy roleplaying game. In an attempt to assist less experienced judges refereeing his game, he has published a guideline for players' accumulation of experience points. This guideline says that gaining a level requires 2,500 XP, that an equivalent-level encounter should award 250 XP, and also that extensive playtesting has demonstrated that an encounter should take about 1 hour to adjudicate. Given an average session length of four hours and a session frequency of one session per week, Mike concludes that 20th level in his RPG is achievable within 1 year (50 weeks). Now you're expecting me to do math. Ha ha, no, it's a fake out. My question is more simple than that: what value does the following information have to either Joe or Jack? What value does this information have to /anyone/ with a schedule even slightly different than one 4-hour session per week? Why should Joe or Jack care? Level/XP, yes. XP/encounter, yes. Encounters/hour, maybe. But how does any information about hours/session or sessions/(time) help /anybody/ except the imaginary average people? [/QUOTE]
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