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XP and time passages
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3159059" data-attributes="member: 20805"><p>I agree its alot about campaign pacing. </p><p></p><p> For my campaign I am a stickler to travel time and rarely have 'random' encounters that are higher than CR 4 .. meaning once you get to be the mid level just travelling around won't cause you to level up. T'is silly to have CR 9 'random' encouters on the road.. all the normal folk in the world would be killed!</p><p></p><p> I also have required down time for leveling in which the character seeks out and practices the new abilities. Currently this is set for 1 month per level.</p><p></p><p> I ramp the XP awards down starting at 3rd level {once they are out of the 'fall of your horse and die' stage} to 60% of RAW.</p><p></p><p> My final method for slowing down advancement is to have seasons. Winter is generally a slow time for everything with most people and things huddled up in thier houses trying to stay warm. The farther north you get, or higher into the mountains, the likelier this is. It also means the flood of barbaric raiders tends to show up right around spring when its easier to travel and there are lots of nice new fresh cattle/meat/etc.. to pick up. </p><p>Its easy to forget in this modern world that we live in how much an impact winter had on everything.</p><p></p><p>I have been in games were it was always summer {unless the module called for a sudden blizzard} and there was always an evil plot to twart right in the town the group walked into. Personally I think it makes more sense to have an evil plot spring up where it makes most sense and have the adventurers either seek it out or be begged to come help by some poor innocent.</p><p></p><p>Caveat: I run low to mid {1 to 14} level games and recently have stuck to Eberron as my setting of choice.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>YMMV, of course.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3159059, member: 20805"] I agree its alot about campaign pacing. For my campaign I am a stickler to travel time and rarely have 'random' encounters that are higher than CR 4 .. meaning once you get to be the mid level just travelling around won't cause you to level up. T'is silly to have CR 9 'random' encouters on the road.. all the normal folk in the world would be killed! I also have required down time for leveling in which the character seeks out and practices the new abilities. Currently this is set for 1 month per level. I ramp the XP awards down starting at 3rd level {once they are out of the 'fall of your horse and die' stage} to 60% of RAW. My final method for slowing down advancement is to have seasons. Winter is generally a slow time for everything with most people and things huddled up in thier houses trying to stay warm. The farther north you get, or higher into the mountains, the likelier this is. It also means the flood of barbaric raiders tends to show up right around spring when its easier to travel and there are lots of nice new fresh cattle/meat/etc.. to pick up. Its easy to forget in this modern world that we live in how much an impact winter had on everything. I have been in games were it was always summer {unless the module called for a sudden blizzard} and there was always an evil plot to twart right in the town the group walked into. Personally I think it makes more sense to have an evil plot spring up where it makes most sense and have the adventurers either seek it out or be begged to come help by some poor innocent. Caveat: I run low to mid {1 to 14} level games and recently have stuck to Eberron as my setting of choice.... :) YMMV, of course. [/QUOTE]
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