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<blockquote data-quote="Papewaio of The Org" data-source="post: 3162702" data-attributes="member: 35704"><p>I posted that with the humour attribute.</p><p></p><p>There were a few assumptions, but based on mechanics it is feasible. Mind you some people couldn't grasp that if you have 4 encounters per day and use 25% of your resources per encounter that you would still be on 100% of hitpoints... they incorrectly extrapolated it to mean no hit points.</p><p></p><p>From the game designers there are 13 encounters to gain a level.</p><p>Each of these encounters will use up 25% of the groups resources, spells, potions, wands, arrows, hit points. So at the end of the fight the group will be on 75% of its hp, then the cleric will use his spells, potions and wands (at 25% of his capacity) to raise the groups hps back to 100% at the end of the encounter.</p><p></p><p>Rinse and repeat for a total of 4 times in one day and you have a party at the end of the day which is at 100% hps but out of arrows, potions and spells but 1/3 of the way to leveling up.</p><p></p><p>Now to level up in two months would require that they get full bed rest to replenish spells, have easy access to replenshing expendables... potions, arrows and wands etc. And a lot of other assumptions.</p><p></p><p>Possible just not probable.</p><p></p><p>As for campaigns... they should always go at the speed of plot. Too fast or too slow it can suffer. However non-played down time between adventures and levels by no means slows plots, it can infact be used to speed up things by providing space and time for characters to logically be in other situations, to say go to a far off city to commission a magic item which can then be used to form a place for hooks to other scenarios.</p><p></p><p>A 20 levels in 60 days scenario would be bizarre to say the least, but it is a useful way of seeing the structure behind the campaign. The DMs job is to stretch it out and make it plausible and suspend disbelief... also too fast leveling up with too much easy makes the players feel short changed.</p></blockquote><p></p>
[QUOTE="Papewaio of The Org, post: 3162702, member: 35704"] I posted that with the humour attribute. There were a few assumptions, but based on mechanics it is feasible. Mind you some people couldn't grasp that if you have 4 encounters per day and use 25% of your resources per encounter that you would still be on 100% of hitpoints... they incorrectly extrapolated it to mean no hit points. From the game designers there are 13 encounters to gain a level. Each of these encounters will use up 25% of the groups resources, spells, potions, wands, arrows, hit points. So at the end of the fight the group will be on 75% of its hp, then the cleric will use his spells, potions and wands (at 25% of his capacity) to raise the groups hps back to 100% at the end of the encounter. Rinse and repeat for a total of 4 times in one day and you have a party at the end of the day which is at 100% hps but out of arrows, potions and spells but 1/3 of the way to leveling up. Now to level up in two months would require that they get full bed rest to replenish spells, have easy access to replenshing expendables... potions, arrows and wands etc. And a lot of other assumptions. Possible just not probable. As for campaigns... they should always go at the speed of plot. Too fast or too slow it can suffer. However non-played down time between adventures and levels by no means slows plots, it can infact be used to speed up things by providing space and time for characters to logically be in other situations, to say go to a far off city to commission a magic item which can then be used to form a place for hooks to other scenarios. A 20 levels in 60 days scenario would be bizarre to say the least, but it is a useful way of seeing the structure behind the campaign. The DMs job is to stretch it out and make it plausible and suspend disbelief... also too fast leveling up with too much easy makes the players feel short changed. [/QUOTE]
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