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XP Chart and High-level NPCs
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<blockquote data-quote="Sunseeker" data-source="post: 6729417"><p>The XP advancement is likely the easiest I've ever seen in any edition. For the type of combats and games I run, it is not unreasonable for a party to go from 1-5 within a few hours (my combats are always on the dangerous side, which generated more XP). I one charted a game where my players went from 1-5 within 5 hours, they went through 10 difficult+ combats and resolved several local issues (for which they got some bonus XP). I later threw them at level 11 against an adult green dragon, followed by an ancient silver dragon the next in-game day. The total XP gave them 3 levels. Worse, low CR creatures are overtuned and high CR creatures are under-tuned. This tends to result in deadly lower levels with rapid leveling, and not-so-deadly higher levels with rapid advancement.</p><p></p><p>Honestly I'm thinking of halving all XP in my next game. It's just too darn fast, or simply going back to my traditional way of "you level when I say so."</p><p></p><p>I do tend to agree that the baseline for 5E seems to be a high-magic world, with lots of powerful adventurers, foes and creatures of myth and legend. That doesn't really surprise me given the built-in Greyhawk lore.</p><p></p><p>I don't think more "time" passing in-game really addresses the problem, since the passage of in-game time does not mesh up to any standard passage of time out of game, IE: 5 minutes IRL is 5 days in game, always, forever, fixed.</p><p></p><p>I think the best solution is to reduce early-level XP rewards and increase later level requirements. With the middle being about the same. Why two different approaches instead of simply increasing XP needs or slashing XP rewards across the board? Mind games! Kobolds/Goblins/Orcs/Skeletons rewarding less XP discourages players from grinding them. Higher levels requiring more XP <em>encourages</em> players to seek out new challenges. So, mind games. It's the same tactic video games use to keep people from grinding low-level trash and get them to move on to more challenging content.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6729417"] The XP advancement is likely the easiest I've ever seen in any edition. For the type of combats and games I run, it is not unreasonable for a party to go from 1-5 within a few hours (my combats are always on the dangerous side, which generated more XP). I one charted a game where my players went from 1-5 within 5 hours, they went through 10 difficult+ combats and resolved several local issues (for which they got some bonus XP). I later threw them at level 11 against an adult green dragon, followed by an ancient silver dragon the next in-game day. The total XP gave them 3 levels. Worse, low CR creatures are overtuned and high CR creatures are under-tuned. This tends to result in deadly lower levels with rapid leveling, and not-so-deadly higher levels with rapid advancement. Honestly I'm thinking of halving all XP in my next game. It's just too darn fast, or simply going back to my traditional way of "you level when I say so." I do tend to agree that the baseline for 5E seems to be a high-magic world, with lots of powerful adventurers, foes and creatures of myth and legend. That doesn't really surprise me given the built-in Greyhawk lore. I don't think more "time" passing in-game really addresses the problem, since the passage of in-game time does not mesh up to any standard passage of time out of game, IE: 5 minutes IRL is 5 days in game, always, forever, fixed. I think the best solution is to reduce early-level XP rewards and increase later level requirements. With the middle being about the same. Why two different approaches instead of simply increasing XP needs or slashing XP rewards across the board? Mind games! Kobolds/Goblins/Orcs/Skeletons rewarding less XP discourages players from grinding them. Higher levels requiring more XP [I]encourages[/I] players to seek out new challenges. So, mind games. It's the same tactic video games use to keep people from grinding low-level trash and get them to move on to more challenging content. [/QUOTE]
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