
Matthew Downie |

PCs can gain experience without fighting enemies. There are lots of adventure paths that say things like, "If the PCs befriend the azata, award them 3200 experience as if they had beaten her in combat."
Why shouldn't NPCs get experience for achieving their own goals?
Also, you get a hundred experience for killing a cat. The guy who wants to open his own restaurant can level up that way.

Orfamay Quest |

If they haven't earned the levels, they shouldn't have them.
The only problem with this is that according to the rules, you can earn levels by facing challenges. Not only is it not stated anywhere that the challenges must be combats, or even that they must be life or death, but the AP are full of possibilities for xp by persuading someone to do something that helps you.
* If you find the secret room, gain 250 xp
* If Jeremiah is made friendly, gain 350 xp (and some wine)
* If you successfully persuade the Colonel to give you his chicken recipe, gain 750 xp.
et cetera.
So Matthew is correct that Jamie the sous-chef can get xp by killing cats -- but he should also get xp by negotiating a good deal with the miller for flour, by impressing the Lord Privy Toastrack by successfully catering Lord Sandwich's bridal shower, or simply by practicing saucisse minuit until he gets it right. Basically, by facing the ordinary challenges of his ordinary life, which will nevertheless allow him to master the skills of a second-level (and higher) character.

Daenar |

Daenar wrote:AP assumes fast. Seems just right for my group.AP's use medium. The only one that uses fast now is RotRL Anniversary Edition
Really? Hmm. That might pose a problem. Anyway, I'm in my early 30s, been playing for over 25 years (started at age 7) and medium track is too slow for me or anyone I play with tbh. A level every 2ish sessions averaged out over 20 levels is the ideal pace and that's slow compared to the old days. Does this mean I have to re write reign of winter if I use fast advancement?

Orfamay Quest |

Does this mean I have to re write reign of winter[...]?
I have never seen a published adventure that pleased everyone. I have never seen a published adventure that pleased anyone perfectly.
So without bothering to comment on any other aspect of your question, you will need to rewrite any published adventure that you run.

3.5 Loyalist |

3.5 Loyalist wrote:A business leader gains cleric levels?
I am confused.
The monasteries and abbeys were businesses. At Rievaulx Abbey for example the Cistercians had 10,000 sheep (wool being the big business of thee early middle ages), they developed land management to optimise the number and the iron industry to shear the wool. They also had hunting and fishing interests.
The point I was making was that a non-adventuring cleric would develop experience and expertise outside of life and death scenarios. These would inform and add to character 'level'.
No, I know that. How does managing the bookkeeping around sheep, make you into a powerful cleric?
It doesn't make sense to me. If you want to blend irl into the game, it has to make sense. Are you saying doing bookkeeping for a church should level someone in cleric in your setting? Overseer of the wool industry as unlocking flame strike? I don't follow.

3.5 Loyalist |
1 person marked this as a favorite. |

3.5 Loyalist wrote:If they haven't earned the levels, they shouldn't have them.The only problem with this is that according to the rules, you can earn levels by facing challenges. Not only is it not stated anywhere that the challenges must be combats, or even that they must be life or death, but the AP are full of possibilities for xp by persuading someone to do something that helps you.
* If you find the secret room, gain 250 xp
* If Jeremiah is made friendly, gain 350 xp (and some wine)
* If you successfully persuade the Colonel to give you his chicken recipe, gain 750 xp.et cetera.
So Matthew is correct that Jamie the sous-chef can get xp by killing cats -- but he should also get xp by negotiating a good deal with the miller for flour, by impressing the Lord Privy Toastrack by successfully catering Lord Sandwich's bridal shower, or simply by practicing saucisse minuit until he gets it right. Basically, by facing the ordinary challenges of his ordinary life, which will nevertheless allow him to master the skills of a second-level (and higher) character.
The normal challenges of everyday life, should not make high levels common as dirt. Unless you want a game where everyone that is 40 is level 15. If high levels are so common, then it can make adventuring and low level adventurers seem insignificant and really weak. Why don't all these level 15s solve all the problems hmmm? A pack of middle aged level 15 experts could deal with a goblin problem.

thejeff |
strayshift wrote:3.5 Loyalist wrote:A business leader gains cleric levels?
I am confused.
The monasteries and abbeys were businesses. At Rievaulx Abbey for example the Cistercians had 10,000 sheep (wool being the big business of thee early middle ages), they developed land management to optimise the number and the iron industry to shear the wool. They also had hunting and fishing interests.
The point I was making was that a non-adventuring cleric would develop experience and expertise outside of life and death scenarios. These would inform and add to character 'level'.
No, I know that. How does managing the bookkeeping around sheep, make you into a powerful cleric?
It doesn't make sense to me. If you want to blend irl into the game, it has to make sense. Are you saying doing bookkeeping for a church should level someone in cleric in your setting? Overseer of the wool industry as unlocking flame strike? I don't follow.
Casting Flame Strike making you a better diplomat? I don't follow.
This is all in nebulous backstory anyway.
It's an abstraction.

3.5 Loyalist |

An abstraction that should make some sense. If you want all the middle aged to have a great level, well, the players aren't going to be exceptional for a very very long time.
If you want them to be skilled, commoner or experts. If you think they deserve heroic abilities, pc classes. If they have not earned such exemplary abilities, a dm could think carefully about whether they should have them.

thejeff |
Orfamay Quest wrote:The normal challenges of everyday life, should not make high levels common as dirt. Unless you want a game where everyone that is 40 is level 15. If high levels are so common, then it can make adventuring and low level adventurers seem insignificant and really weak. Why don't all these level 15s solve all the problems hmmm? A pack of middle aged level 15 experts could deal with a goblin problem.3.5 Loyalist wrote:If they haven't earned the levels, they shouldn't have them.The only problem with this is that according to the rules, you can earn levels by facing challenges. Not only is it not stated anywhere that the challenges must be combats, or even that they must be life or death, but the AP are full of possibilities for xp by persuading someone to do something that helps you.
* If you find the secret room, gain 250 xp
* If Jeremiah is made friendly, gain 350 xp (and some wine)
* If you successfully persuade the Colonel to give you his chicken recipe, gain 750 xp.et cetera.
So Matthew is correct that Jamie the sous-chef can get xp by killing cats -- but he should also get xp by negotiating a good deal with the miller for flour, by impressing the Lord Privy Toastrack by successfully catering Lord Sandwich's bridal shower, or simply by practicing saucisse minuit until he gets it right. Basically, by facing the ordinary challenges of his ordinary life, which will nevertheless allow him to master the skills of a second-level (and higher) character.
I don't know about anyone else, but I'm not arguing for that. High level characters are rare in my games, but they tend to be in important positions and are rarely former adventurers.
Nor do I decide what level NPCs are by tracking their experience and figuring out how many challenges they've overcome whether they've survived the experiences.
High level clerics tend to hold high ranks in their church, unless there's some specific reason otherwise, which could be incompetent promoted due to nepotism or holy man retired to a minor village church.

Orfamay Quest |
1 person marked this as a favorite. |

If you want them to be skilled, commoner or experts.
But, as you just pointed out, a pack of 15th level experts can deal with the goblin hordes.
The problem isn't with leveling out of combat, it's with excessive leveling. If everyone's level 15, then being 13th level isn't impressive. If you want characters to feel special at 6th level, then no one around them should be higher than about 8th, and most people should be 3rd or below. I consider that to be appropriate and also realistic.
But the flip side of that is that if the players are special at 6th level, by 15th level they will be GODS and that needs to be accounted for as well. If the highest level expert in the world is 8th, then I can easily be the best tailor in the world by a huge margin simply by maxing out the appropriate Craft skill.

Orfamay Quest |

So the best swordsman in the kingdom, hasn't done adventuring?
Well, if he's been running a fencing salon in Paris for the past twenty years, he's not had time to go adventure.
The mightiest barbarian has probably been sitting on the throne collecting tribute from the lesser tribes, precisely because they don't want him to start raiding them.

Orfamay Quest |

The normal challenges of everyday life, should not make high levels common as dirt. Unless you want a game where everyone that is 40 is level 15.
I think there are some numerical issues here that might help. Basically, "how fast do you level without adventuring?" I agree you don't want a game where everyone who is 40 is level 15, but neither do you want a game where everyone who is 40 (or 70) is level 1. Somewhere between those extremes lies common sense.
For an illustrative example, I could propose that (human) NPCs gain one NPC level every five years of normal life, starting at age 15. This would make your 40 year olds level 8, and the 75 year old sage is a level 13 adept. If you think that's too fast, make it one level per ten years and Jamie will hit level 2 at 25, level 3 at 35, and will be a 7th level expert at 75.
Or we could follow some sort of quadratic progression; it takes X years to go from level X to X+1. This means that Jamie is level 5 by the time he hits 25 (almost everyone you meet is level 5 or more, basically), but that you only hit level 10 at age 60, and almost no one lives to level 12. If you don't like that, adjust the numbers accordingly.
What kind of level distribution do you want in your world? If you want the average level to be three or below, you can still make sure that journeymen are level 1, masters are level 2, and legendarily skilled master craftsmen are level 3. If you want the average level to be 10, adjust as you see fit.
I think that some kind of numerical progression for ordinary life makes a lot of sense and solves the problem of "only ex-adventurers can be good enough cooks to work for the Royal Kitchen," while simultaneously limiting the number of 18th level fry cooks and night watchmen. Most importantly, since none of these limitations apply to adventuring levels, this still explains why PCs are special; a PC wizard can cast 9th level spells after a year of adventuring, or a century of study in the tower.

thejeff |
3.5 Loyalist wrote:
The normal challenges of everyday life, should not make high levels common as dirt. Unless you want a game where everyone that is 40 is level 15.I think there are some numerical issues here that might help. Basically, "how fast do you level without adventuring?" I agree you don't want a game where everyone who is 40 is level 15, but neither do you want a game where everyone who is 40 (or 70) is level 1. Somewhere between those extremes lies common sense.
For an illustrative example, I could propose that (human) NPCs gain one NPC level every five years of normal life, starting at age 15. This would make your 40 year olds level 8, and the 75 year old sage is a level 13 adept. If you think that's too fast, make it one level per ten years and Jamie will hit level 2 at 25, level 3 at 35, and will be a 7th level expert at 75.
Or we could follow some sort of quadratic progression; it takes X years to go from level X to X+1. This means that Jamie is level 5 by the time he hits 25 (almost everyone you meet is level 5 or more, basically), but that you only hit level 10 at age 60, and almost no one lives to level 12. If you don't like that, adjust the numbers accordingly.
What kind of level distribution do you want in your world? If you want the average level to be three or below, you can still make sure that journeymen are level 1, masters are level 2, and legendarily skilled master craftsmen are level 3. If you want the average level to be 10, adjust as you see fit.
I think that some kind of numerical progression for ordinary life makes a lot of sense and solves the problem of "only ex-adventurers can be good enough cooks to work for the Royal Kitchen," while simultaneously limiting the number of 18th level fry cooks and night watchmen. Most importantly, since none of these limitations apply to adventuring levels, this still explains why PCs are special; a PC wizard can cast 9th level spells after a year of adventuring, or a century of...
Or don't. Make your NPCs at levels appropriate for the game and the world and don't focus too much on how the rules abstractions govern it. People learn things at different rates. Most settle into a rut and probably don't gain much more. Some keep learning.
It seems kind of silly to backfit rules about how fast people level so that you get the right distribution of levels in your world. Just make them up.

wraithstrike |

wraithstrike wrote:Really? Hmm. That might pose a problem. Anyway, I'm in my early 30s, been playing for over 25 years (started at age 7) and medium track is too slow for me or anyone I play with tbh. A level every 2ish sessions averaged out over 20 levels is the ideal pace and that's slow compared to the old days. Does this mean I have to re write reign of winter if I use fast advancement?Daenar wrote:AP assumes fast. Seems just right for my group.AP's use medium. The only one that uses fast now is RotRL Anniversary Edition
Fast takes about 10 fight, and medium takes about 13 fights to level assuming you only fight APL=CR opponents IIRC.
The slow progression has is about 17 fights I think...
Well since I am bored I guess I can pick a level and do the math to be sure. If you use Reign of Winter you should be ok with medium. Most books give you about 2 levels before the next book starts. The fast progression might have you rewriting boss fights and adjusting treasure depending on how good your group is.
The math for going from level 9 to level 10
CR 10 monster = 9,600 4 man party= 2400 per character 5 man party=1920 per character
Slow 160000-115000=45000 4 man 18.75 fights 5 man 23.4
Medium 10500-75000=30000 4 man 12.5 5 man 16.625
Fast 71000-50000=21000 4 man 8.75 5 man 10.9275
Now of course this assumes all APL=CR fights. Traps and some social encounters award XP so it will go up and down at times.

wraithstrike |

Daenar wrote:Does this mean I have to re write reign of winter[...]?I have never seen a published adventure that pleased everyone. I have never seen a published adventure that pleased anyone perfectly.
So without bothering to comment on any other aspect of your question, you will need to rewrite any published adventure that you run.
Good point.. :)

Orfamay Quest |

Or don't. Make your NPCs at levels appropriate for the game and the world and don't focus too much on how the rules abstractions govern it. People learn things at different rates. Most settle into a rut and probably don't gain much more. Some keep learning.
It seems kind of silly to backfit rules about how fast people level so that you get the right distribution of levels in your world. Just make them up.
Fair enough. The main reason I proposed numerical rules is because there seems to be a huge middle ground between "15th level railway guards" and "no one levels without combat EVAR," that would provide a much more satisfactory and realistic world. And numerical rules can provide a slightly more principled explanation for why the Royal Astronomer has a zillion -- or five -- levels of diviner without ever leaving his observatory.

thejeff |
thejeff wrote:Fair enough. The main reason I proposed numerical rules is because there seems to be a huge middle ground between "15th level railway guards" and "no one levels without combat EVAR," that would provide a much more satisfactory and realistic world. And numerical rules can provide a slightly more principled explanation for why the Royal Astronomer has a zillion -- or five -- levels of diviner without ever leaving his observatory.Or don't. Make your NPCs at levels appropriate for the game and the world and don't focus too much on how the rules abstractions govern it. People learn things at different rates. Most settle into a rut and probably don't gain much more. Some keep learning.
It seems kind of silly to backfit rules about how fast people level so that you get the right distribution of levels in your world. Just make them up.
Yeah, but then you also have to start coming up with reasons for any exceptions you want. Maybe you want an old guy who isn't high level or that Royal Astronomer needs to be fairly young, but also powerful.
And it brings up the "All elves are high level" thing again.

Adamantine Dragon |
2 people marked this as a favorite. |

I am enjoying the side paths that people have taken this discussion. Especially the comments about NPCs "leveling up" without adventuring. Some great posts there.
As far as my comment about being "the best swordsman on the continent" being hostile to players, I find that somewhat humorous. If a player wants to view themselves as an "awesome swordsman" and strut around bragging about their mastery of the sword, that is an entirely different thing than actually being the actual "best swordsman on the continent."
Assuming that we are talking about Pathfinder here, it should be assumed that there is a level 20 fighter, ranger or other character swinging a sword around somewhere on the continent. So if your character isn't level 20, it should be assumed that your character isn't close to the "best swordsman on the continent" and probably not even the "best swordsman in the city" if the city is of any significant size.
As far as the whole discussion around how NPCs develop their own levels, this is one of my issues with some of the game assumptions that people have. The idea that NPCs must have, or even should have developed skills, abilities, even LEVELS the same as PCs.
This is a sort of fundamental game design assumption issue where some people feel that NPCs should be treated exactly the same as PCs. I don't feel that way. NPCs are not PCs, and how they got their skills or abilities, in my humble opinion, is really not relevant to how the players develop the skills or abilities of their characters. The rules for PC development are too restrictive for my purposes of NPC development. I might have an NPC who became a great warrior by making a pact with a demon, for example. Or who was granted powers by a deity. Or who is some sort of mutant.
I feel no compulsion whatsoever to have my NPCs follow any rules about how they got to be what they are. They just need to be consistent with the story line and a challenge to the players. Everything else is just bookkeeping.

3.5 Loyalist |

3.5 Loyalist wrote:
If you want them to be skilled, commoner or experts.
But, as you just pointed out, a pack of 15th level experts can deal with the goblin hordes.
The problem isn't with leveling out of combat, it's with excessive leveling. If everyone's level 15, then being 13th level isn't impressive. If you want characters to feel special at 6th level, then no one around them should be higher than about 8th, and most people should be 3rd or below. I consider that to be appropriate and also realistic.
But the flip side of that is that if the players are special at 6th level, by 15th level they will be GODS and that needs to be accounted for as well. If the highest level expert in the world is 8th, then I can easily be the best tailor in the world by a huge margin simply by maxing out the appropriate Craft skill.
I agree, yep, a lot to factor in.
Forgotten realms did it its way, people spread out over the levels, mostly low or middle for those of note, a surprising number of level 9s but there is only a small group of badasses at the truly high levels.

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I think that for me, it depends on how many levels it takes for my build to begin to resemble my intended concept.
I generally have a solid thematic idea, though not necessarily a set-in-stone roleplaying direction, when I begin to play a character.
While I have a blast in implementing and/or refining my chosen roleplaying concept right from the get-go, I find that at times I am chomping at the bit when I feel like it will jusssst take another level or two to get my build concept firing on all cylinders.
It is at those times, when I just don't quite have the feats to turn my barbarian into the feral archer concept I had built up in Herolab, or my Tetori Monk just doesn't yet have enough grappley stuff to get fully grappley, that I begin to want to level rather than just play my character.
Pretty much exactly this for me. When I create a character, it usually involves a concept/capability "shtick." The character feels half-done until the shtick kicks in. For example, for my current Crane MoMS/sohei monk/samurai, the shtick didn't kick in until the first samurai level at 3. Before that he was kind of a mook--fun to play, just not there yet.

wraithstrike |

As for NPC's it only has to make sense within the world for me.
In my games the warriors are your normal soldier/cops. The fighter is more like someone in special forces in our world or someone who might be on a SWAT team. They have had special training. Most of them(lower level NPC's) will be level 1 or 2.
The ones in charge such as Captains of the watch or a seargent will be anywhere from 5 to 11 depending on the size of the city. Most that are outside of that level are adventures or former adventurers.
The same idea applies to other classes.

3.5 Loyalist |

I am enjoying the side paths that people have taken this discussion. Especially the comments about NPCs "leveling up" without adventuring. Some great posts there.
As far as my comment about being "the best swordsman on the continent" being hostile to players, I find that somewhat humorous. If a player wants to view themselves as an "awesome swordsman" and strut around bragging about their mastery of the sword, that is an entirely different thing than actually being the actual "best swordsman on the continent."
Assuming that we are talking about Pathfinder here, it should be assumed that there is a level 20 fighter, ranger or other character swinging a sword around somewhere on the continent. So if your character isn't level 20, it should be assumed that your character isn't close to the "best swordsman on the continent" and probably not even the "best swordsman in the city" if the city is of any significant size.
As far as the whole discussion around how NPCs develop their own levels, this is one of my issues with some of the game assumptions that people have. The idea that NPCs must have, or even should have developed skills, abilities, even LEVELS the same as PCs.
This is a sort of fundamental game design assumption issue where some people feel that NPCs should be treated exactly the same as PCs. I don't feel that way. NPCs are not PCs, and how they got their skills or abilities, in my humble opinion, is really not relevant to how the players develop the skills or abilities of their characters. The rules for PC development are too restrictive for my purposes of NPC development. I might have an NPC who became a great warrior by making a pact with a demon, for example. Or who was granted powers by a deity. Or who is some sort of mutant.
I feel no compulsion whatsoever to have my NPCs follow any rules about how they got to be what they are. They just need to be consistent with the story line and a challenge to the players. Everything else is just bookkeeping.
Deity makes them good, they don't have to work at it, oh those never get old.

3.5 Loyalist |

As for NPC's it only has to make sense within the world for me.
In my games the warriors are your normal soldier/cops. The fighter is more like someone in special forces in our world or someone who might be on a SWAT team. They have had special training. Most of them(lower level NPC's) will be level 1 or 2.
The ones in charge such as Captains of the watch or a seargent will be anywhere from 5 to 11 depending on the size of the city. Most that are outside of that level are adventures or former adventurers.
The same idea applies to other classes.
The size of the city thing always struck me as a bit odd. Wouldn't the guards in a keep on the borderlands be tougher and higher level than the guards in the safe lawful capital city?
The border patrol that gets into a lot of fighting, should be a lot 'arrrder than the patrol of the peaceful wheat cities.
This applies heavily of course to npc rangers and barbs that are likely to be far from cosmopolitan cities, but a part of warbands and warrior tribes (that do a lot of fighting, hunting, and risky business).

Adamantine Dragon |
1 person marked this as a favorite. |

wraithstrike wrote:As for NPC's it only has to make sense within the world for me.
In my games the warriors are your normal soldier/cops. The fighter is more like someone in special forces in our world or someone who might be on a SWAT team. They have had special training. Most of them(lower level NPC's) will be level 1 or 2.
The ones in charge such as Captains of the watch or a seargent will be anywhere from 5 to 11 depending on the size of the city. Most that are outside of that level are adventures or former adventurers.
The same idea applies to other classes.
The size of the city thing always struck me as a bit odd. Wouldn't the guards in a keep on the borderlands be tougher and higher level than the guards in the safe lawful capital city?
The border patrol that gets into a lot of fighting, should be a lot 'arrrder than the patrol of the peaceful wheat cities.
This applies heavily of course to npc rangers and barbs that are likely to be far from cosmopolitan cities, but a part of warbands and warrior tribes (that do a lot of fighting, hunting, and risky business).
The way that the military works is that the most experienced and capable units are supposed to be deployed to the most critical areas that need to be defended.
So if that's the Keep on the Borderlands, then fine. But if it's the city, then that's where the best guards should be. That's a decision made by the military brass. In many cases the Keep on the Borderlands might well be considered to be a training ground for new recruits to weed out the dead weight and find the best soldiers to promote.
If I were the military brass making the decision myself, I'd probably have a mix of troops in both locations, and rotate them about fairly regularly. However, I'd also have an elite set of guards in the city whose primary job was to protect the city's rulers.

thejeff |
1 person marked this as a favorite. |
wraithstrike wrote:As for NPC's it only has to make sense within the world for me.
In my games the warriors are your normal soldier/cops. The fighter is more like someone in special forces in our world or someone who might be on a SWAT team. They have had special training. Most of them(lower level NPC's) will be level 1 or 2.
The ones in charge such as Captains of the watch or a seargent will be anywhere from 5 to 11 depending on the size of the city. Most that are outside of that level are adventures or former adventurers.
The same idea applies to other classes.
The size of the city thing always struck me as a bit odd. Wouldn't the guards in a keep on the borderlands be tougher and higher level than the guards in the safe lawful capital city?
The border patrol that gets into a lot of fighting, should be a lot 'arrrder than the patrol of the peaceful wheat cities.
This applies heavily of course to npc rangers and barbs that are likely to be far from cosmopolitan cities, but a part of warbands and warrior tribes (that do a lot of fighting, hunting, and risky business).
The elites get promoted to the safe jobs back home.
Of course the mooks in the big city guard will be low level.

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The math for going from level 9 to level 10
CR 10 monster = 9,600 4 man party= 2400 per character 5 man party=1920 per character
Slow 160000-115000=45000 4 man 18.75 fights 5 man 23.4
Medium 10500-75000=30000 4 man 12.5 5 man 16.625
Fast 71000-50000=21000 4 man 8.75 5 man 10.9275
This is a bit of a quibble, but RAW the split is the same for 4 or 5: Table: Experience Point Awards.

wraithstrike |

wraithstrike wrote:As for NPC's it only has to make sense within the world for me.
In my games the warriors are your normal soldier/cops. The fighter is more like someone in special forces in our world or someone who might be on a SWAT team. They have had special training. Most of them(lower level NPC's) will be level 1 or 2.
The ones in charge such as Captains of the watch or a seargent will be anywhere from 5 to 11 depending on the size of the city. Most that are outside of that level are adventures or former adventurers.
The same idea applies to other classes.
The size of the city thing always struck me as a bit odd. Wouldn't the guards in a keep on the borderlands be tougher and higher level than the guards in the safe lawful capital city?
The border patrol that gets into a lot of fighting, should be a lot 'arrrder than the patrol of the peaceful wheat cities.
This applies heavily of course to npc rangers and barbs that are likely to be far from cosmopolitan cities, but a part of warbands and warrior tribes (that do a lot of fighting, hunting, and risky business).
That is a good point, but I think the city has more of a chance to have problems with adventures, and more key assets would be there, so it might balance out depending on how dangerous a GM's world is. If monsters are common then the outlying areas will have higher level NPC's, but if monsters are scarce then probably not.

wraithstrike |

wraithstrike wrote:This is a bit of a quibble, but RAW the split is the same for 4 or 5: Table: Experience Point Awards.The math for going from level 9 to level 10
CR 10 monster = 9,600 4 man party= 2400 per character 5 man party=1920 per character
Slow 160000-115000=45000 4 man 18.75 fights 5 man 23.4
Medium 10500-75000=30000 4 man 12.5 5 man 16.625
Fast 71000-50000=21000 4 man 8.75 5 man 10.9275
I know but most GM's I know do it the exact party size even if the book says don't worry about it until you get 6 people.

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LazarX wrote:3.5 Loyalist wrote:There is a reason why NPC classes exist. The NPC's who have those class levels level by being what they need to be for the purposes of story, your 3rd level commoner, your 8th level expert, 10th level aristocrat, 11th warrior who's captain of the grogs, etc. They don't need to level by experience points, killing monsters etc, they simply are what they are.If they haven't earned the levels, they shouldn't have them.
I view training as the basics, and with a lot of effort and really difficult, trying training, you may get a few levels. Nothing beyond that, is how I roll, because it diminishes the strength and accomplishments of heroic adventurers.
A cowardly guard that lets others do the fighting, should not have many levels. No matter how many times he does his kata or hits a straw man that can't attack back.
A priest that prays and does some ceremonies, should not become a stronger harder fighter, a will like iron, or be granted the most powerful spells the patron god can offer. What have they earned? Why should they get levels for this?
Of course the dm can wave this, and make them a challenge, better than the pcs or equals, without actually having the achievements of the pcs. If a guard with very little combat experience is as good as a mighty barbarian hero, well that seems a bit off. So yeah, getting levels, it makes sense to me, should put you well above many, and not just one step closer to the average of most being level 6 or 10-12 (one dm I know did propose this).
[Elf entitled to free levels thread flashback]
So every single character with PC classes is or was an adventurer?
And where's the rule that says you gain NPC class levels without "experience points, killing monsters etc"?
I don't see any such distinction in the rules on creating NPCs.
That's because unless you're being pedantic in the extreme, those rules aren't needed. There's only one subset of classes that needs experience points to level.... PLAYER CHARACTERS. Because those are the stars of your show, the focus of the legends you and your players are creating, everyone else is essentially created either as antagonists or supporting cast.
I mean it who really gives a flying brick, how your aristocrat obtained each and every one of his levels?
And yes, the assumption is that people with PC classes are those folks who've taken that first irrevocable step into the extraordinary. Even if they've never taken another one since, that first step has changed them irrevocably.
Ultimate Campaign actually goes into this in some depth, it brings possible and workable answers to questions such as ...What was Ezren in the thirty or forty years before he took his first wizard level?

thejeff |
thejeff wrote:LazarX wrote:There is a reason why NPC classes exist. The NPC's who have those class levels level by being what they need to be for the purposes of story, your 3rd level commoner, your 8th level expert, 10th level aristocrat, 11th warrior who's captain of the grogs, etc. They don't need to level by experience points, killing monsters etc, they simply are what they are.So every single character with PC classes is or was an adventurer?
And where's the rule that says you gain NPC class levels without "experience points, killing monsters etc"?
I don't see any such distinction in the rules on creating NPCs.That's because unless you're being pedantic in the extreme, those rules aren't needed. There's only one subset of classes that needs experience points to level.... PLAYER CHARACTERS. Because those are the stars of your show, the focus of the legends you and your players are creating, everyone else is essentially created either as antagonists or supporting cast.
I mean it who really gives a flying brick, how your aristocrat obtained each and every one of his levels?
And yes, the assumption is that people with PC classes are those folks who've taken that first irrevocable step into the extraordinary. Even if they've never taken another one since, that first step has changed them irrevocably.
Who really cares how your high level NPC wizard mentor gained each and every one of his levels either?
You're claiming the division is between PC classes and NPC classes, correct?I think the distinction is between PCs and NPCs.
NPCs who have NPC class levels level by being what they need to be for the purposes of story, as you say. NPCs who have PC class levels do the same as far as I'm concerned.

strayshift |
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3.5 Loyalist wrote:strayshift wrote:3.5 Loyalist wrote:A business leader gains cleric levels?
I am confused.
The monasteries and abbeys were businesses. At Rievaulx Abbey for example the Cistercians had 10,000 sheep (wool being the big business of thee early middle ages), they developed land management to optimise the number and the iron industry to shear the wool. They also had hunting and fishing interests.
The point I was making was that a non-adventuring cleric would develop experience and expertise outside of life and death scenarios. These would inform and add to character 'level'.
No, I know that. How does managing the bookkeeping around sheep, make you into a powerful cleric?
It doesn't make sense to me. If you want to blend irl into the game, it has to make sense. Are you saying doing bookkeeping for a church should level someone in cleric in your setting? Overseer of the wool industry as unlocking flame strike? I don't follow.
Casting Flame Strike making you a better diplomat? I don't follow.
This is all in nebulous backstory anyway.
It's an abstraction.
The point is that ACHIEVEMENTS give x.p. which give levels. Adventurers get experience the violent way, not everyone does. The DM decides who is exceptional within the game world and takes it from there. P.C.'s have a sense of context but usually achieve a higher level of pOwer much more quickly than any NPC.

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I think a huge factor is how often and how long you play, my apologies if this has been brought up before.
Our group meets 1/month and plays 12 hours so we level up after each session. I agree with Vincent Takeda that I would love to stay at 17th or 18th level for extended periods of time.
I notice that at early levels there tends to be more roleplaying, one of my favorite parts of the campaign is when we all meet at "Ye Olde Drag Inn" and introduce ourselves to each other.

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wraithstrike wrote:Really? Hmm. That might pose a problem. Anyway, I'm in my early 30s, been playing for over 25 years (started at age 7) and medium track is too slow for me or anyone I play with tbh. A level every 2ish sessions averaged out over 20 levels is the ideal pace and that's slow compared to the old days. Does this mean I have to re write reign of winter if I use fast advancement?Daenar wrote:AP assumes fast. Seems just right for my group.AP's use medium. The only one that uses fast now is RotRL Anniversary Edition
Of course, if you're doing an AP, you can always ignore xp entirely and level up at the appropriate story points. Then you know that you're at what the authors considered the appropriate level for each challenge.

Orfamay Quest |

Of course, if you're doing an AP, you can always ignore xp entirely and level up at the appropriate story points. Then you know that you're at what the authors considered the appropriate level for each challenge.
The issue there is that you have to cut the AP substantially. If there are twelve encounters planned between when you storm the castle at level 5 and when when you kill the BBEG at level 5, that'll take you three weeks. You'll probably need to cut them down to 8 encounters -- meaning cutting one floor out of the castle -- to do it in two.