How long to get to 5th level?


Beginner Box

Grand Lodge

I'm new to Pathfinder, and I'm just wondering how long it takes to get to 5th level in terms of sessions (figuring four hours or so per session)?

How much do the three different advancement rates change this? Does the Beginner Box assume a particular advancement rate?

Liberty's Edge

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Pathfinder Rulebook Subscriber
Narl wrote:

I'm new to Pathfinder, and I'm just wondering how long it takes to get to 5th level in terms of sessions (figuring four hours or so per session)?

How much do the three different advancement rates change this? Does the Beginner Box assume a particular advancement rate?

The Beginner Box assumes the Medium XP track.

Assuming that all encounters have Challenge Ratings (CRs) that match the Average Party Level (APL) of the characters, then every advancement of level takes 13 encounters in the Fast XP track, 20 encounters in the Medium XP track, and 30 encounters in the Slow XP track.

The intro adventure that comes with the Beginner Box has about 10 encounters and takes you halfway to 2nd level, assuming a Medium XP track.

So if you double that, that might be a good guess of how long it will take you to go up a level. It's hard to say how long that will take - every group is different. Also, this also assumes you're always doing solid dungeon crawling. Campaigns that have more storytelling, roleplaying, and exploration tend to take up more time compared to the amount of XP you get.

Personally, I prefer slow advancement. But then again I'm a GM -- I'm sure my players would think differently. :)


Narl wrote:
I'm new to Pathfinder, and I'm just wondering how long it takes to get to 5th level in terms of sessions (figuring four hours or so per session)?

It varies wildly, but going up a level every three sessions is a fairly brisk pace in my experience. That's the rate that's used in Pathfinder Society organised play.


hogarth wrote:
Narl wrote:
I'm new to Pathfinder, and I'm just wondering how long it takes to get to 5th level in terms of sessions (figuring four hours or so per session)?
It varies wildly, but going up a level every three sessions is a fairly brisk pace in my experience. That's the rate that's used in Pathfinder Society organised play.

I tend to use the Medium experience track, although have been known to throw it to one side when needed and rule things on a more adhoc basis. Really the best answer is that you need to speak to your GM and figure it out between the two of you. There is no hard and fast rule

Liberty's Edge

Pathfinder Rulebook Subscriber

If you find the provided Slow, Medium, and Fast tracks limiting, then perhaps you should resort to a GM's Secret: engineer the desired rate of advancement in a campaign. For example, you can multiply the XP at the end of a session by some factor before announcing it to the players. :) This "x" factor can also be adjusted in between sessions, as the GM gets more of a sense of how fast he or she wants to go.

Alternatively, the GM can hand-wave level advancement. Some GMs prefer this because they want the PCs' level to cohere with where they are in the story. But on the other hand, many players like to add up and track their XP.

Perhaps talk first with your group about what rate of advancement you'd prefer. Some people like having frequent rewards or want to experience the "feel" of high-level play quickly. Others like the feeling of being rewarded only after a significant amount of time or only after great risk, or dislike the idea of the PCs going from relatively-average people to superheroes in a small amount of game time.

Once you guys agree, then start from that base assumption and see whether the rules are giving you the rate of advancement you're looking for. If not, then change it.

Grand Lodge

Thanks for all the helpful responses!

I plan to run the Beginner Box rules for my three kids (ages 7-11), and though I would like them to feel some sense of advancement, I would like to keep them in the Beginner Box rules for quite some time.

If everything goes as planned, I hope to playing short, but frequent sessions with them every weekend for a long time. I'd like advancement to be slow so that they can play some of the same characters and campaign for years to come. I plan to largely use adventure of my own creation.

I haven't run a level-based game since 2nd Edition AD&D, and with weekly sessions over a year, if I recall correctly, I'd have players around 8th level or so. That is the sort of 1st/2nd Edition AD&D advancement rate I'm looking for. I'm guessing I should probably look to using the "slow" experience tables?

Thanks again for all the comments.


Narl wrote:
I haven't run a level-based game since 2nd Edition AD&D, and with weekly sessions over a year, if I recall correctly, I'd have players around 8th level or so. That is the sort of 1st/2nd Edition AD&D advancement rate I'm looking for. I'm guessing I should probably look to using the "slow" experience tables?

Maybe, although it's important to note that AD&D advancement was actually reasonably quick at low levels before becoming very slow at mid to high levels. By contrast, level advancement in 3E or Pathfinder takes a constant number of encounters at all levels. So no matter which XP track you choose, it won't be quite like AD&D advancement.

Liberty's Edge

Pathfinder Rulebook Subscriber
Narl wrote:

Thanks for all the helpful responses!

I plan to run the Beginner Box rules for my three kids (ages 7-11), and though I would like them to feel some sense of advancement, I would like to keep them in the Beginner Box rules for quite some time.

If everything goes as planned, I hope to playing short, but frequent sessions with them every weekend for a long time. I'd like advancement to be slow so that they can play some of the same characters and campaign for years to come. I plan to largely use adventure of my own creation.

I haven't run a level-based game since 2nd Edition AD&D, and with weekly sessions over a year, if I recall correctly, I'd have players around 8th level or so. That is the sort of 1st/2nd Edition AD&D advancement rate I'm looking for. I'm guessing I should probably look to using the "slow" experience tables?

Thanks again for all the comments.

You're very welcome. I love kids, and one thing I'd love to be able to do is introduce Pathfinder to people between 7 and 16 years old especially. People that age are so full of excitement and imagination that it becomes more fun for me also. Running it with your own kids must make it even more special! Don't be surprised if they start adding their friends to the game and/or GMing also!

It sounds like for you that the Slow XP track is the way to start. You might even need to reward XP more slowly on top of that: D&D from 3rd Edition forward has "programmed" it so that the default rules for XP mean that you level-up quite quickly compared to previous editions. (In fact, the rate of advancement in 3.0 and 3.5 is closest to Pathfinder's Fast XP track -- Paizo dialed things back a bit when releasing the Pathfinder core rules.) And if you're doing combat-heavy adventures, then this rate of advancement will be even quicker than what Pathfinder's rules expect.

One tip is to put the PCs in situations where they have to go through many CR+0 encounters before they get a chance to rest and replenish their resources. That should help in slowing down the "real-time" level advancement a bit.

Also, could I ask you a favor?

I'm hoping a thread starts here, about young people's reactions to the Beginner Box. I have very limited time and so I can't do much playing these days outside my own group; and so to experience the thrill of hearing about young people experiencing the Pathfinder RPG for the first time would please me to no end.

So if you could post a report here about how it goes the first time, I'd love to read it!

Grand Lodge

hogarth wrote:
Maybe, although it's important to note that AD&D advancement was actually reasonably quick at low levels before becoming very slow at mid to high levels. By contrast, level advancement in 3E or Pathfinder takes a constant number of encounters at all levels. So no matter which XP track you choose, it won't be quite like AD&D advancement.

I wasn't aware of that, thanks for pointing it out, it is a significant difference.

One last question, assuming we are a few sessions in so everyone knows what they are doing, how long do you think a typical (CR matching APL) combat will last with the Beginner Box rules?


I can appreciate your wanting to all your kids to have time to appreciate and learn the characters with a slow pace. However remember a couple of things.

1. The single biggest reward a PC can get is advancing a level. And the most exciting will be the first time they do it.
2. The single biggest advancement in power and survivability is from 1st to 2nd level.

So you might consider a little faster on the first advancement, then move to a slower pace.

Personally, I don't know of a single gamer who would be happy playing at 1st level for six weeks or two months (which is roughly the 8 levels in a year pace you mentioned). - assumes weekly sessions.

When I ran my kids through AD&D - at ages 5 & 10, they moved up every two to four weeks. Faster at lower levels, of course, longer at higher (I remember a wizard going from 17th to 18th is just over a year).

The Exchange

I think I'd recommend the Slow advancement track - counterbalanced, if you prefer, with fairly sizeable story awards when they accomplish something big. First off, a new player should really be shown what PF has that an XBox 360 can't give them (and at higher resolution too!) - the players need to make friends and enemies, discover secrets & so forth, and kind of 'settle' into character. In my experience a character you really get to know by about 3rd level tends to have more non-combat personality, as well as a much greater commitment to teamwork (his/her life regularly depends on it at that level.) Also, the Slow track allows a player new to the system to really grasp the current capabilities of the character - rapid leveling-up tends to make the character's abilities change faster than the player can keep up with.

Of course, new players do love to level up, and the faster XP paths do allow you to give them that power-rush regularly... but in general (not in every case), rapid levelling tends to lead the player to treat PF like a MMORPG: examine NPCs in towns for quests and ignore them if they don't have any, and treat anything mobile that you see in the wilderness as a wad of HP with a chewy XP/gold nugget in the middle. (Ooo, now I'm gonna get the H8TE U from guys who love that style of campaign.)

Shadow Lodge

Honestly, Narl, you may want to consider just letting things play out as written. Once they hit level 6, either they'll be ready to tackle the complete rules, or you'll be ready to filter them out to your liking. The pdf of the core book is only $10, and you'll have at least a few months to get up to speed.

Hats off to you, sir. You're doing your kids a great service by teaching them to think and imagine in these ways. Please do let us know how it goes.

Liberty's Edge

Pathfinder Rulebook Subscriber
Major_Tom wrote:
Personally, I don't know of a single gamer who would be happy playing at 1st level for six weeks or two months (which is roughly the 8 levels in a year pace you mentioned). - assumes weekly sessions.

*Raises hand meekly*

Off of what Lincoln Hills says above, there is a dramatic power difference when leveling up that kind of gets me out of the story of my character. But everyone's different I guess.

Major_Tom wrote:


1. The single biggest reward a PC can get is advancing a level. And the most exciting will be the first time they do it.
2. The single biggest advancement in power and survivability is from 1st to 2nd level.

These are important considerations. At the same time, sticking to the first 5 levels using a faster XP track means planning to cut the campaign short fairly quickly.

(That is, unless the OP uses an E6 kind of system, which I forgot to mention is another path you could take. Google "E6: The Game Inside D&D" for the original game idea. Basically, you go up to 6th level, and after that you earn feats every time you level up. This applies to NPCs in the game world, too.)

#1 is true, but there are other rewards that you can throw at your players: magic weapons, rescuing a powerful NPC who joins the party for the next dungeon, finding a magic item that lets you traverse what was once an impossible obstacle, etc., etc. And rewards feel more like rewards if you face the obstacle first, which the reward lets you overcome. Spoiler for the Beginner Box:

Spoiler:
There's a reason why Black Fang is in the very first adventure, after all :)

#2 is also true, but the OP can also make sure the players don't face something they can't handle. Also, you may want to be careful with critical hits at Level 1. Your players are brand new to the game and you'll want to lessen the danger of a TPK.


RSF - I knew there would be someone disagreeing as soon as I typed that. Methods and preferences differ.

One thing we do to encourage roleplaying even while people are advancing in level, is the fact that you earn XP for surpassing obstacles, no matter how you do it. So roleplaying your way through an obstacle is just as rewarding as hack'n'slash.

When I was running my kids through 2nd Ed, it wasn't the level that interested them, it was what they could now do. My daughter, who was 5, probably had no real grasp of what level she was (she was running an elven fighter/mu. The big thing was when she got to 5th level MU, and could fly! That made her day/week/month. After that, she wasn't too concerned. Until she hit 7th, and could polymorph into a pegasus.

Someone mentioned magic items as a reward. For children, I STRONGLY suggest that if it's going to take several months to move from one level to another, that the treasure be of a 'and in this strongbox you ffind (1 item per PC)' rather than 1 item this week and another in two weeks. That's one of the benefits of levels as a reward, everyone gets them at (usually) the same time. Also, I suggest imagination. For a 7 year old, a +1 sword is a pretty boring reward. Instead, it should be a "Magic sword, that glows with a blue light when you draw it!'

The Exchange

Oh, good point, Major Tom. For a while I had 3x5 index cards with a doodle of each item (magical or just fairly unusual, such as a keyring or a big ol' statue head) and a text description on it (as well as weight and magical aura and type, if any, shown at the very bottom.) It proved a bit cumbersome in the long run, but it's a great idea for low-level play and especially nice for kids (let's face it, they're growing up post-Pokemon and will assume that getting new cards = you're winning!) Also, of course, Paizo now makes pre-made treasure cards that make my old 3x5s with their doodles look pretty goofy.


I hadn't thought of the Pokemon aspect, but you're absolutely right. Cards = doing well. And, you can keep the # of cards roughly even, even if they are not all getting magic at the same time. "You got this glowing sword, and your sister got this nifty lantern that almost acts like a flashlight. It's called a bullseye lantern, and it's expensive!'.

It's all in the presentation.

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