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
*Dungeons & Dragons
You can't necessarily go back
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="Ahnehnois" data-source="post: 6013636" data-attributes="member: 17106"><p>The last campaign I ran was a group on the run through the wilderness that had almost zero down time. The one before that was based around a keep and had loads of down time (but still no one crafted items). The current not-really-a-campaign game that I'm running is another run through the wilderness with no down time.</p><p></p><p>Stylistically, I tend to try to focus a campaign on the most action-packed part of the characters' lives. My overall sense is that most people with levels in adventuring classes gain those levels over a relatively short period of time, and then retire, like professional athletes. Most magical items are sold by retired wizards, retired fighters become landowning nobles, rogues take over thieves' guilds, etc. If you go by the book (which I don't, though my results tend to be similar), the 3e rate of advancement is 13.3 encounters per level. That means that fighting an average of one <em>per month</em> would get to to 20th level before middle age (and that's just for a human, let alone an elf). Obviously, this doesn't actually happen, because most career adventurers do not reach anything close to 20th level. So I tend to assume that an adventuring career is a fast-burning flame.</p><p></p><p>I also tend not to have my PCs in urbanized areas, and I don't assume they have easy access to supplies.</p><p></p><p>But the bigger issue with item creation I think is that they don't want to be sitting in combat with a feat on their character sheet devoted to scribing scrolls. They've been taught to live in the moment. My group also has always had a preference for non-casters, and they typically play themed casters when they play one and are not really min/maxing the utility spells. It's hard to explain why; that's just how they are.</p><p></p><p>***</p><p></p><p>As to how much time passes in gaining a level, I'd say it's typically a couple of weeks in-game of high-pressure adventuring amounting to two or three combat encounters and various other hijinks. I don't track in-game time closely, but I'd say my last campaign, which ran levels 1-8, was probably a few months in-game (with one long break that was spent on a ship getting back on course after a teleporting accident). My next one will be very different, but then again they all are.</p><p></p><p>***</p><p></p><p>Again, I find it interesting that item creation is such a big point of difference between groups. It's probably one of the major differences between 3e and 2e (which IIRC doesn't have the same kind of rules for PCs to do it). I suspect that the average 3e game includes no item creation by the PCs, but the reports of what happens when the rules are used (and abused) suggest to me that it's a part of the game that needs serious rethinking. I also am not a big fan of the wand/staff items as being simply charge holders with crappy spells; if anything a wizard's staff should be considered an "implement" (which is one of the few 4e-isms I think at least conceptually makes sense).</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6013636, member: 17106"] The last campaign I ran was a group on the run through the wilderness that had almost zero down time. The one before that was based around a keep and had loads of down time (but still no one crafted items). The current not-really-a-campaign game that I'm running is another run through the wilderness with no down time. Stylistically, I tend to try to focus a campaign on the most action-packed part of the characters' lives. My overall sense is that most people with levels in adventuring classes gain those levels over a relatively short period of time, and then retire, like professional athletes. Most magical items are sold by retired wizards, retired fighters become landowning nobles, rogues take over thieves' guilds, etc. If you go by the book (which I don't, though my results tend to be similar), the 3e rate of advancement is 13.3 encounters per level. That means that fighting an average of one [I]per month[/I] would get to to 20th level before middle age (and that's just for a human, let alone an elf). Obviously, this doesn't actually happen, because most career adventurers do not reach anything close to 20th level. So I tend to assume that an adventuring career is a fast-burning flame. I also tend not to have my PCs in urbanized areas, and I don't assume they have easy access to supplies. But the bigger issue with item creation I think is that they don't want to be sitting in combat with a feat on their character sheet devoted to scribing scrolls. They've been taught to live in the moment. My group also has always had a preference for non-casters, and they typically play themed casters when they play one and are not really min/maxing the utility spells. It's hard to explain why; that's just how they are. *** As to how much time passes in gaining a level, I'd say it's typically a couple of weeks in-game of high-pressure adventuring amounting to two or three combat encounters and various other hijinks. I don't track in-game time closely, but I'd say my last campaign, which ran levels 1-8, was probably a few months in-game (with one long break that was spent on a ship getting back on course after a teleporting accident). My next one will be very different, but then again they all are. *** Again, I find it interesting that item creation is such a big point of difference between groups. It's probably one of the major differences between 3e and 2e (which IIRC doesn't have the same kind of rules for PCs to do it). I suspect that the average 3e game includes no item creation by the PCs, but the reports of what happens when the rules are used (and abused) suggest to me that it's a part of the game that needs serious rethinking. I also am not a big fan of the wand/staff items as being simply charge holders with crappy spells; if anything a wizard's staff should be considered an "implement" (which is one of the few 4e-isms I think at least conceptually makes sense). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
You can't necessarily go back
Top