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XP Chart and High-level NPCs
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<blockquote data-quote="Pauper" data-source="post: 6729991" data-attributes="member: 17607"><p>Weird, but I just spent a good chunk of the weekend thinking about this question, but from the other direction: PCs get to high level way too fast.</p><p></p><p>If you combine the 'Adventuring Day XP' table from p.57 of the DM's Basic Rules with the 'Character Advancement' table on p.10 of the Player's Basic Rules, you discover that the expectation is that characters will go from level 1 to level 20 in about seven weeks of adventuring time. If there is little downtime between those adventuring days, then this implies that most D&D campaign worlds are going to look like anime worlds -- all the most powerful characters are going to be exceptional, very young PCs.</p><p></p><p>This only gets exacerbated when considering a campaign where multiple sets of PCs run through adventures in the same world -- from a power perspective, there's little reason for the 14th level wizard who served as the king's advisor in the first campaign to still be considered a big wheel in the second campaign when the PC wizard from that first campaign is somewhere around 20th level and is arguably still hanging around in the campaign world somewhere. For that matter, how is the king still an ongoing concern when the previous campaign's fighter could probably rout his entire army single-handed?</p><p></p><p>You could solve the problem from within the 5E system itself; award tons of downtime after each adventure or when characters level up, then force the characters to use that downtime (say, 30*level downtime days of training required to advance to the next level), but that only works if you're running your own homebrew game -- trying to run, say, Horde of the Dragon Queen and Rise of Tiamat where an emerging threat seems to be growing and needs to be stopped, and where events pile on pretty quickly one after the other, when your group is trying to scrape 210 downtime days together so they can level up becomes its own challenge.</p><p></p><p>It's less 'cinematic' than 'episodic TV' action -- at the end of each episode, things go back exactly the way they were, nothing changes. That's a bit disappointing.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6729991, member: 17607"] Weird, but I just spent a good chunk of the weekend thinking about this question, but from the other direction: PCs get to high level way too fast. If you combine the 'Adventuring Day XP' table from p.57 of the DM's Basic Rules with the 'Character Advancement' table on p.10 of the Player's Basic Rules, you discover that the expectation is that characters will go from level 1 to level 20 in about seven weeks of adventuring time. If there is little downtime between those adventuring days, then this implies that most D&D campaign worlds are going to look like anime worlds -- all the most powerful characters are going to be exceptional, very young PCs. This only gets exacerbated when considering a campaign where multiple sets of PCs run through adventures in the same world -- from a power perspective, there's little reason for the 14th level wizard who served as the king's advisor in the first campaign to still be considered a big wheel in the second campaign when the PC wizard from that first campaign is somewhere around 20th level and is arguably still hanging around in the campaign world somewhere. For that matter, how is the king still an ongoing concern when the previous campaign's fighter could probably rout his entire army single-handed? You could solve the problem from within the 5E system itself; award tons of downtime after each adventure or when characters level up, then force the characters to use that downtime (say, 30*level downtime days of training required to advance to the next level), but that only works if you're running your own homebrew game -- trying to run, say, Horde of the Dragon Queen and Rise of Tiamat where an emerging threat seems to be growing and needs to be stopped, and where events pile on pretty quickly one after the other, when your group is trying to scrape 210 downtime days together so they can level up becomes its own challenge. It's less 'cinematic' than 'episodic TV' action -- at the end of each episode, things go back exactly the way they were, nothing changes. That's a bit disappointing. -- Pauper [/QUOTE]
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