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XP and time passages
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<blockquote data-quote="Li Shenron" data-source="post: 3164965" data-attributes="member: 1465"><p>I fancied a house rule about "no more than one level per <strong>year</strong> of setting time", but never actually used it.</p><p></p><p>If the problem is in levelling up too fast <em>from the character's point of view</em>, for ex. meaning that the PC are 1st level at 20 years old and 20th level at 22 years old, then you fix this <em>from the character's point of view</em>.</p><p></p><p>Don't let them find monsters and adventures at every corner! Don't let a new BBEG threaten the world on a weekly basis. FORCE THE PC TO WAIT.</p><p></p><p>They want to actively seek a new adventure? Well, let them pack their bags and travel the world to find one. Travel is SLOW especially when you actually don't know where you're going <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=":)" /> Take LotR as an example: the whole adventures takes many months, most of which have no battle at all but only travel time, information research or simply waiting.</p><p></p><p>The key point is that downtime doesn't have to be roleplayed when it's really empty. So instead of having the BBEG come back (assuming he escaped) after a week, have him come back 5 years later, and you'll have a slow advancement on the PC's point of view, without having a slow advancement on the players' point of view.</p><p></p><p>A side benefit is that you don't need rules for training, because you can assume it is part of the downtime itself.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3164965, member: 1465"] I fancied a house rule about "no more than one level per [B]year[/B] of setting time", but never actually used it. If the problem is in levelling up too fast [I]from the character's point of view[/I], for ex. meaning that the PC are 1st level at 20 years old and 20th level at 22 years old, then you fix this [I]from the character's point of view[/I]. Don't let them find monsters and adventures at every corner! Don't let a new BBEG threaten the world on a weekly basis. FORCE THE PC TO WAIT. They want to actively seek a new adventure? Well, let them pack their bags and travel the world to find one. Travel is SLOW especially when you actually don't know where you're going :) Take LotR as an example: the whole adventures takes many months, most of which have no battle at all but only travel time, information research or simply waiting. The key point is that downtime doesn't have to be roleplayed when it's really empty. So instead of having the BBEG come back (assuming he escaped) after a week, have him come back 5 years later, and you'll have a slow advancement on the PC's point of view, without having a slow advancement on the players' point of view. A side benefit is that you don't need rules for training, because you can assume it is part of the downtime itself. [/QUOTE]
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