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General Tabletop Discussion
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XP Per Adventuring Day Per Player is Ridiculous
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<blockquote data-quote="MG.0" data-source="post: 6695653" data-attributes="member: 6799436"><p>Agreed. Advancement in 5th edition is very fast.</p><p></p><p>My advice is to forget the XP per day calculations and just design encounters you think will challenge your players.</p><p></p><p>Fixing the rate of advancement is really two separate issues. Everybody is likely to have different views on what the correct rate is for each:</p><p></p><p>1) Real world time:</p><p> This can be adjusted by changing XP rewards, or levelling requirements. Simple.</p><p></p><p>2) In game time:</p><p> This is a little trickier. Requiring training periods between levels can help but interferes with time sensitive storylines. I'd allow players on time-sensitive quests to level up immediately provided they spend the required training time immediately afterward. I haven't done this yet in 5th edition, but am planning to. I will probably think of some tweaks in the meantime.</p></blockquote><p></p>
[QUOTE="MG.0, post: 6695653, member: 6799436"] Agreed. Advancement in 5th edition is very fast. My advice is to forget the XP per day calculations and just design encounters you think will challenge your players. Fixing the rate of advancement is really two separate issues. Everybody is likely to have different views on what the correct rate is for each: 1) Real world time: This can be adjusted by changing XP rewards, or levelling requirements. Simple. 2) In game time: This is a little trickier. Requiring training periods between levels can help but interferes with time sensitive storylines. I'd allow players on time-sensitive quests to level up immediately provided they spend the required training time immediately afterward. I haven't done this yet in 5th edition, but am planning to. I will probably think of some tweaks in the meantime. [/QUOTE]
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XP Per Adventuring Day Per Player is Ridiculous
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