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General Tabletop Discussion
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What homebrew rules are you using for level advancement?
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<blockquote data-quote="MNblockhead" data-source="post: 7134376" data-attributes="member: 6796661"><p>To elaborate on my current pure session-level approach:</p><p></p><p>Every session has a level, so a campaign would have 20 sessions. A session is eight hours. Take away lunch and time wasted at the beginning of the sessions as folks settle in—but also accounting for going over time, we a probably looking at six to seven hours of solid game time per session. </p><p></p><p>You level up your character to match the session. </p><p></p><p>If you start at session 1, but miss session 2, you still play session 3 at level 3. </p><p></p><p>This works well for my group. We meet monthly and we all have demanding jobs and family lives. Nobody needs to feel guilty about missing a session. You actually get to play all tiers of play and (if you don't miss a session) all levels in a under two years (we meet monthly). </p><p></p><p>Some lessons learned on the session-level approach:</p><p></p><ol> <li data-xf-list-type="ol">This approach works best when you are creating your own adventures for the party or modifying more old-school one-shot modules.</li> <li data-xf-list-type="ol">Spend time communicating with players between sessions to make sure that they are leveled up and understand their characters new abilities before a session. Since you only play a level per session, it is harder to become familiar with new abilities.</li> <li data-xf-list-type="ol">Often a sessions does not pick up chronologically from where the last left off. Have the players go around and say what their characters have been up to since the party was last together. Some of my players like to go over downtime activities and have side quests between the main sessions. I do most of that by e-mail with the occasional extra in-person solo/small party game thrown in. But you only level up for the main session. </li> </ol></blockquote><p></p>
[QUOTE="MNblockhead, post: 7134376, member: 6796661"] To elaborate on my current pure session-level approach: Every session has a level, so a campaign would have 20 sessions. A session is eight hours. Take away lunch and time wasted at the beginning of the sessions as folks settle in—but also accounting for going over time, we a probably looking at six to seven hours of solid game time per session. You level up your character to match the session. If you start at session 1, but miss session 2, you still play session 3 at level 3. This works well for my group. We meet monthly and we all have demanding jobs and family lives. Nobody needs to feel guilty about missing a session. You actually get to play all tiers of play and (if you don't miss a session) all levels in a under two years (we meet monthly). Some lessons learned on the session-level approach: [LIST=1] [*]This approach works best when you are creating your own adventures for the party or modifying more old-school one-shot modules. [*]Spend time communicating with players between sessions to make sure that they are leveled up and understand their characters new abilities before a session. Since you only play a level per session, it is harder to become familiar with new abilities. [*]Often a sessions does not pick up chronologically from where the last left off. Have the players go around and say what their characters have been up to since the party was last together. Some of my players like to go over downtime activities and have side quests between the main sessions. I do most of that by e-mail with the occasional extra in-person solo/small party game thrown in. But you only level up for the main session. [/LIST] [/QUOTE]
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What homebrew rules are you using for level advancement?
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