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General Tabletop Discussion
*Dungeons & Dragons
XP Per Adventuring Day Per Player is Ridiculous
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<blockquote data-quote="The Crimson Binome" data-source="post: 6696290" data-attributes="member: 6775031"><p>Have you considered implementing training times? One of the basic conceits of the game is that, after a certain point (after you reach level 1), you need real-world experience in order to improve at all. And while it might make more sense that it takes three months to go from level 1 to level 2, it's impractical from a game-play standpoint to require the players to go through ninety adventuring days between each level. </p><p></p><p>As I mentioned earlier, an adventuring day is about the length of one dungeon, and a best-case scenario might let you get through a whole dungeon in only one session. If you play once per week, that would be almost two years of regular gameplay for each level, or 30+ years of real-time before you reach level 20. That's probably a bit slow, for most groups.</p><p></p><p>If you add in a month or three of training time before you can level, you can get a more believable ascension rate, but the cost is that you'll need to plan extended downtime into the game. It would simply be impractical to try and level up in the middle of a quest. And that's perfectly reasonable, if you want to do that, but it really does only work for certain types of games. (Personally, I don't see why anyone really needs to level up in the middle of an adventure. It solves a lot of problems if you could only gain levels <em>between</em> adventures.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6696290, member: 6775031"] Have you considered implementing training times? One of the basic conceits of the game is that, after a certain point (after you reach level 1), you need real-world experience in order to improve at all. And while it might make more sense that it takes three months to go from level 1 to level 2, it's impractical from a game-play standpoint to require the players to go through ninety adventuring days between each level. As I mentioned earlier, an adventuring day is about the length of one dungeon, and a best-case scenario might let you get through a whole dungeon in only one session. If you play once per week, that would be almost two years of regular gameplay for each level, or 30+ years of real-time before you reach level 20. That's probably a bit slow, for most groups. If you add in a month or three of training time before you can level, you can get a more believable ascension rate, but the cost is that you'll need to plan extended downtime into the game. It would simply be impractical to try and level up in the middle of a quest. And that's perfectly reasonable, if you want to do that, but it really does only work for certain types of games. (Personally, I don't see why anyone really needs to level up in the middle of an adventure. It solves a lot of problems if you could only gain levels [I]between[/I] adventures.) [/QUOTE]
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XP Per Adventuring Day Per Player is Ridiculous
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