Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
XP progression: too fast, too slow, or just right?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="painandgreed" data-source="post: 3148435" data-attributes="member: 24969"><p>There are two parts to this as others have mentioned.</p><p></p><p>In game, it can be too fast with teenagers becoming 20th level before hitting 20 years old. Of crouse, this would depend greatly on the campaign. If you want a campaign where this happened and it reaches an end point, it might not be a problem. If you want a sustainable campaign where you play out the lives of your characters, I'd say it is. The easiest way to get around most of this is to invoke the RAW suggested guildlines for training between levels. IIRC, it's a week per skill point or feats. A rogue of average intelligence would only go up one level every two months. At a max of six levels per year, he could still make 20th by 20 but couldn't do it in a year or two as some campaigns do.</p><p></p><p>DMs have to encourage downtime and stop using rushed adventure paths where they are expected to go from CR 1 to Cr 20 challenges within a year of game time. A DM could just state "time passes" but I often find that the PCs will want to do things in that time, even reasonable things like role playing character development stuff. Other ways to pad time is for item creation and spell research. Make them wait for items to be made before they can used them and they'll postpone adventuring till their new toys are ready. Perhaps ecourage PCs to come up with their own feats in exchange for down time spent developing them. Come up with some rules for businesses that reward players enough to take downtime. Introduce travel times to the adventures. There are lots of ways to get the game time between levels to be longer and still keep the players interests.</p><p></p><p>As for mechanically, I also think the progress between levels is too quick. One year of weekly four hour play is what I could consider causual gaming. I don't think higher levels should always be reached in that time period. Many of the serious campaigns I've played in have consisted of 8-12 hours of weekly gaming for two years. I don't want to see those develop into what I would consider silly epic campaigns in a quarter of that time. The one things I wish Unearthed Arcana had done is propose different XP tables for different style of games. I prefer a more logarythmic table where advancement at lower levels is about the same as now but it grows quickly between the higher levels providing for a longer campaign life.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 3148435, member: 24969"] There are two parts to this as others have mentioned. In game, it can be too fast with teenagers becoming 20th level before hitting 20 years old. Of crouse, this would depend greatly on the campaign. If you want a campaign where this happened and it reaches an end point, it might not be a problem. If you want a sustainable campaign where you play out the lives of your characters, I'd say it is. The easiest way to get around most of this is to invoke the RAW suggested guildlines for training between levels. IIRC, it's a week per skill point or feats. A rogue of average intelligence would only go up one level every two months. At a max of six levels per year, he could still make 20th by 20 but couldn't do it in a year or two as some campaigns do. DMs have to encourage downtime and stop using rushed adventure paths where they are expected to go from CR 1 to Cr 20 challenges within a year of game time. A DM could just state "time passes" but I often find that the PCs will want to do things in that time, even reasonable things like role playing character development stuff. Other ways to pad time is for item creation and spell research. Make them wait for items to be made before they can used them and they'll postpone adventuring till their new toys are ready. Perhaps ecourage PCs to come up with their own feats in exchange for down time spent developing them. Come up with some rules for businesses that reward players enough to take downtime. Introduce travel times to the adventures. There are lots of ways to get the game time between levels to be longer and still keep the players interests. As for mechanically, I also think the progress between levels is too quick. One year of weekly four hour play is what I could consider causual gaming. I don't think higher levels should always be reached in that time period. Many of the serious campaigns I've played in have consisted of 8-12 hours of weekly gaming for two years. I don't want to see those develop into what I would consider silly epic campaigns in a quarter of that time. The one things I wish Unearthed Arcana had done is propose different XP tables for different style of games. I prefer a more logarythmic table where advancement at lower levels is about the same as now but it grows quickly between the higher levels providing for a longer campaign life. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
XP progression: too fast, too slow, or just right?
Top