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lowkey13
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Actually, we just count sessions. Tier x 3-4 sessions is our current pacing. The 3--4 gives us a three session window from 6-8 to get yo a decent dramatic point for the level change.It is very easy to finetune the speed of level advancement.
Count the number of encounters, rather than the number of creatures.
On average, it takes roughly 10 ‘routine’ encounters to reach the next level.
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There are many benefits to counting encounters instead of xp.
• You decide if an encounter turned out to be unexpectedly easy or hard AFTER THE FACT. Always accurate.
• As a DM, you can put in difficult or easy encounters − per the story − and it works out fine.
• Your encounter can easily be noncombat, and still count fully toward leveling.
• You completely control the speed of advancement by deciding how many encounters you prefer to level.
Use the ‘routine’ medium difficulty as the base line. Count a trivial encounter as a ½-encounter, a hard encounter as a 1½-encounter, and an encounter that almost ended in a TPK as 2 encounters.
I recognize that segmented actions/movement and turn orders are necessary in combat. But when someone uses the nature of the segmentation to engage in unrealistic activity simply because they can, it underscores that we're just playing a game... on a board... not characters in a narrative setting.
You're going to need to be more specific, then.
For example, a person can practice mindfulness meditation which allows them to be resilient to distraction. But, and I say this from personal experience, I have not found it to be helpful when it comes to immersion in a fictional setting.
Again, if the distraction is extrinsic (someone at the table is chewing loudly), then that's fine. Rise above. When the "distraction" is intrinsic, and thereby causing you to lose immersion, then I am unfamiliar with a technique that works.
But maybe I'm wrong! You seem to have something specific in mind that you've alluded to. Please share what techniques work for you for intrinsic issues that destroy immersion- I'd love to hear it.
This assumes you're only giving xp for things that count as "encounters". Mission-based or "dungeon bonus" xp blow this model up.It is very easy to finetune the speed of level advancement.
Count the number of encounters, rather than the number of creatures.
On average, it takes roughly 10 ‘routine’ encounters to reach the next level.
![]()
There are many benefits to counting encounters instead of xp.
• You decide if an encounter turned out to be unexpectedly easy or hard AFTER THE FACT. Always accurate.
• As a DM, you can put in difficult or easy encounters − per the story − and it works out fine.
• Your encounter can easily be noncombat, and still count fully toward leveling.
• You completely control the speed of advancement by deciding how many encounters you prefer to level.
Use the ‘routine’ medium difficulty as the base line. Count a trivial encounter as a ½-encounter, a hard encounter as a 1½-encounter, and an encounter that almost ended in a TPK as 2 encounters.
Non-lethal damage.
Player: "I swing my mighty greataxe at the foul villain, and roll a... natural 20!"
DM: "Wow! Roll damage!"
Player: "...30 slashing damage. Oh wait, I forgot rage, make that 32 damage."
DM: "An explosion of blood bursts forth as the enemy is cleft in twain by the jagged steel of your axe! He's deader than dead. You kill him so hard the guy next to him feels it."
Player: "...oh, this is a non-lethal critical hit from a greataxe."
DM:![]()
The immersion-shattering part is that the lethal/non-lethal declaration is made after the fact.
If it's said before the swing is made e.g. "I'm striking to subdue on this next attack", then no problem at all.
I actually ask my players to say if they are trying to knock out, rather than kill the target, when they declare the action. Actions require both a goal and an approach (at my table), and “knock the orc out” is a goal.To be fair, that one really is squarely on the player for not being clear in what they were hoping to accomplish. The rulez (p198 5e PHB): The attacker can make this choice the instant the damage is dealt.
The Combat goal of the Attack action is most often, IME, interpreted implicitly as: my PC tries to kill the enemy.
You want your PC to knock out the baddie instead? Explicitly say so as you are counting up your damage.
Or, this could also be viewed as a good argument for letting players describe killing/knockout blows.
I don't want to come up with a plausible explanation, though. That's entirely the wrong mindset for role-playing. If I'm going to pretend that I'm actually my character, in a world that could believably exist, then the true explanation must exist without regards to my speculation. My belief can't cause something to be true.When something “breaks your immersion,” you’ve effectively identified a continuity error. But identifying the error is the easy part. If you want a no prize, you’ve got to come up with a plausible explanation of how this seemingly impossible thing can be true.