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What IS a level 1 Fighter?
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<blockquote data-quote="Yaarel" data-source="post: 7846117" data-attributes="member: 58172"><p>The speed of advancement depends on the number of combat encounters. For NPCs, this can range from zero to perhaps some kind of ‘average’, given a medievalesque D&D world that has a relatively high degree of violence.</p><p></p><p>When the ‘average’ age of a</p><p></p><p>• Level 1 combatant is 18 years old (≈ entering college)</p><p>• Level 3 is 20</p><p>• Level 5 is 22 (≈ graduating college)</p><p></p><p>it seems like the ‘average’ rate of level advancement for combatants is</p><p></p><p>• 1 level of advancement per year</p><p></p><p></p><p></p><p>Of course, player characters see much more combat encounters than other characters. An absurd SIX encounters per day, even!</p><p></p><p>With that crazy high frequency of combat, player characters can advance far more rapidly than other characters.</p><p></p><p>I feel this speed of advancement is reasonable, if player characters are simply understood to be at the outer edge of the bell curve, far away from average. A player character is a kind of character that sees more combat than the rest of the population does.</p><p></p><p></p><p></p><p>The only way to slow down the speed of level advancement is to use Downtime activities to pace out the frequency of combat.</p><p></p><p>Particularly at levels 8 and higher, when characters begin to build institutions, like a military fortress or a school of wizardry, these projects can take a long time in-game, thus slow down the frequency of combat.</p><p></p><p></p><p></p><p>I view all D&D classes as fightingstyles. Fighting by means of magic, or fighting by means of a sword, are simply to different ways to do combat.</p><p></p><p>So, for me, when a player picks a ‘class’, by definition, it is creating a combat-oriented character concept that will see an unusually high frequency of combat encounters.</p><p></p><p>By contrast, on ‘average’, nonplayer characters see far less combat. So, it is fine when even those who have levels in a class, dont see as much combat as player characters do, thus take more years to advance than player characters do. Many nonplayer characters never even see combat, thus would have zero experience in a class fightingstyle.</p><p></p><p></p><p></p><p>For nonplayer combatants, one level per year seems a reasonable rule of thumb when thinking about in-game expectations.</p><p></p><p>But it also seems fine if player characters are atypical.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7846117, member: 58172"] The speed of advancement depends on the number of combat encounters. For NPCs, this can range from zero to perhaps some kind of ‘average’, given a medievalesque D&D world that has a relatively high degree of violence. When the ‘average’ age of a • Level 1 combatant is 18 years old (≈ entering college) • Level 3 is 20 • Level 5 is 22 (≈ graduating college) it seems like the ‘average’ rate of level advancement for combatants is • 1 level of advancement per year Of course, player characters see much more combat encounters than other characters. An absurd SIX encounters per day, even! With that crazy high frequency of combat, player characters can advance far more rapidly than other characters. I feel this speed of advancement is reasonable, if player characters are simply understood to be at the outer edge of the bell curve, far away from average. A player character is a kind of character that sees more combat than the rest of the population does. The only way to slow down the speed of level advancement is to use Downtime activities to pace out the frequency of combat. Particularly at levels 8 and higher, when characters begin to build institutions, like a military fortress or a school of wizardry, these projects can take a long time in-game, thus slow down the frequency of combat. I view all D&D classes as fightingstyles. Fighting by means of magic, or fighting by means of a sword, are simply to different ways to do combat. So, for me, when a player picks a ‘class’, by definition, it is creating a combat-oriented character concept that will see an unusually high frequency of combat encounters. By contrast, on ‘average’, nonplayer characters see far less combat. So, it is fine when even those who have levels in a class, dont see as much combat as player characters do, thus take more years to advance than player characters do. Many nonplayer characters never even see combat, thus would have zero experience in a class fightingstyle. For nonplayer combatants, one level per year seems a reasonable rule of thumb when thinking about in-game expectations. But it also seems fine if player characters are atypical. [/QUOTE]
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