| Gunn |
Hi, sorry if this is the wrong place for this question, but I am about to start running a campaign that I see having a lot of roleplay. This campaign is going to have less combat than average, and I don't want my PCs to be stuck on one level too long and get frustrated, so I don't want to use the standard method of distributing xp.
I was thinking I would just award them levels for "X" hours of gameplay. I'm not a very experienced DM, and am not sure how long they should be at each level though. What is a good rule of thumb for hours of gameplay per level? Looking for like a medium or slightly slower progression speed.
Caderyn
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You will need to consider loot as well as levels, monitoring their WBL carefully as they go up. Generally a leveling rate of once in 9 hours at the lower levels and once in 18 hours at the higher levels is fine, watch your players and you will be able to gauge when they are ready to move up a level, just remember that they should all have an opportunity to use whatever they got for leveling before they level again.
| TGMaxMaxer |
the normal rule of thumb used to be 13-14 CR appropriate "encounters" to level.
If you have a lot of roleplay that bypasses or neutralizes potential "encounters"... give them the standard XP for that CR range.
If it's not a module, I usually don't track XP per se, instead just having everyone "level up" at the end of a particular story arc.
Figure out the dramatically appropriate combats you actually want to run, at what levels, and just make sure the PC's get to those levels before running into those particular encounters.
Or, have a couple statblocks for notable NPC/possible antagonists, and bring out whichever one they match up with if it's a sandbox style game.
Note: you want at least 5-6 combats minimum between levels, even if it's just an ambush from a gang of thugs/wandering monsters, in order to have them be truly comfortable with class features/party dynamics/tactics before you get to the 7-12 range when they really get the interesting coolness. (this is mitigated with very system savvy players who will have a build in mind based on what it will do and when anyways)
| Diamondcat |
Since you stated that you want a medium/slower paced game don't take the specifics, but the group I play with throws all concepts of xp and standard leveling techniques out the window. We like fast games (and we don't have much time) so we level up at the end of every session. Yes, that's ridiculously fast. Having each level the same length (in your case, as mentioned, you can extend the time) may not be quite standard, nor is it how the game was intended to be played, but it allows players to feel like they're getting somewhere and eliminates a lot of pointless book work.
| Nicos |
There should not be problem here. if you want to have a role play focused campaing then start awarding XP for story accomplishments.
I suggestnot to award for hour played. The XP should be for accomplishments of the chracter; killing monsters, sucesfully talk their way out of a posible dangerous situation, collect all the proof they need to indict a corrupt member of the court,...
| Gunn |
Oh thank you too diamondcat. That's actually what I was planning on doing. One level per good session. I'm in a similar situation where we don't have a ton of time, and don't know how long I will have before people get busy with other things. I don't want them to toil at early levels, and quit before they get to the good stuff, so I will probably do something in between what you and the previous two awesome comments suggested. Maybe 2 levels every three sessions in early levels, then 1 every 2 sessions later on. thanks again guys, this has given me some good perspective.
| Diamondcat |
If you're planning on doing a level per session (or even a couple levels per session, I'm not sure), because the system wasn't really designed to be used like that there are a few things I'd like to warn you about.
Players don't spend as much on consumables (like health potions) and therefore have more total money. It doesn't seem like much, but at later levels they may have a lot more money left for armor and the like than they should. Just keep an eye on them, and if they seem to powerful adjust with the next level's earnings.
They will have difficulty buying and selling items (because they get lots of spending cash nearly every session) if you don't give them access to a market frequently. I always make sure to end every session in a city so they can buy and sell between sessions.
Lastly, there is less in-game time between level-ups. Things like item creation, and other abilities based on in-game time, may be slightly skewed. I haven't really seen a good fix for this yet other than giving lots of down-time in game between sessions, but you can figure something out.
| Quantum Steve |
Well, going by the progression tables on the PRD, the Fast track has you leveling every 13 encounters, the Medium track every 20 encounters, and the Slow track every 30 encounters.
Assuming an average of 4-5 encounters per session (in a 4-6 hour session) the PCs should be leveling up every 3-4 sessions for Fast, 4-5 sessions for Medium, and 6-7 sessions for Slow.
Do with that what you will. Personally, I find it takes at least 2-3 sessions for me to get used to my character's new abilities every level, especially if I have a lot of complex abilities (i.e. caster). Though, after about 5-6 sessions I get bored and am chomping at the bit for my next level. So, for me, a new level every 4 sessions or so is the sweet spot.