
![]() |
Players love to level up. They'd level up nineteen times in a single session if they could. ;)
As a GM, I generally like to set a leisurely pace for level-ups. They're the single greatest award in the game, and I like it to happen rarely enough that players really master the abilities they have at their current level, build up a lot of anticipation and are delighted when they finally reach that goal. It gives them time to really think over their initial "level up" decisions, whether they're the type that tend to do it organically or the sort who prefer to plan their entire progression at the start of the campaign.
But I know quite well that not many players would turn away a chance to level up whenever it's offered.

Kolokotroni |

Depends on the size and scope of the adventure. And the play style of the group. Some like slow and steady some like fast, thats why there are multiple xp progressions afterall.
Personally I like leveling up faster rather then slower, mostly because most of the games in my group get played about once a month (we play several different campaigns simultaneously). So a slower level rate (per session) means that it will be a very large amount of actual time before the character progresses ability wise. But that is a pure opinion.
In terms of published content, I am pretty sure most published modules (particularly paizo modules) intend for the players to level more then once a module. In fact paizo modules tell you about where players should level at different points in the adventure. I mean theres dragons demand that goes from level 1-7 for instance. If you only leveled once in that adventure, it isnt going to work out when you face the dragon in the end.
Either way I'd say this is a conversation to have with your players. See what their preferences are. Perhaps they like to spend lots of time exploring each level, or perhaps they want to move quickly to higher levels. Its their opinions (and yours) on the matter that are important here.

Zhayne |

So I'm writing a multi-level campaign for my group of players. I've noticed that some published modules will cover a full level for a party of 4 and some won't. So I'm wondering: do players usually find it more satisfying to level up once per adventure or should I spread it out?
Impossible to say, everybody is different.
I would recommend not worrying about XP and such; just write your adventure and have the PCs level up at appropriate story points.

JoeOutside |

Indeed. Leveling up is awesome, and something I look forward to as a player. But I also like to get the chance to use the nifty new abilities I've gotten before leveling up again. A good rate of leveling is the one they worked out for PFS--around once every three sessions.
With the exception of level one, which I find worthless and like to get out of as soon as possible.

ShallowHammer |

Indeed. Leveling up is awesome, and something I look forward to as a player. But I also like to get the chance to use the nifty new abilities I've gotten before leveling up again. A good rate of leveling is the one they worked out for PFS--around once every three sessions.
With the exception of level one, which I find worthless and like to get out of as soon as possible.
That's kind of what I was thinking, speed through the low levels but spend some time on each level starting around 3 or 4. I just don't want to set expectations. The group that I'm writing this for is more of a dungeon crawl group that likes hack and slash. Normally we use the normal progression for xp but I'm considering shaking it up a bit and using slow to make leveling more of an event rather than a "right" after a dungeon.

Kolokotroni |

JoeOutside wrote:That's kind of what I was thinking, speed through the low levels but spend some time on each level starting around 3 or 4. I just don't want to set expectations. The group that I'm writing this for is more of a dungeon crawl group that likes hack and slash. Normally we use the normal progression for xp but I'm considering shaking it up a bit and using slow to make leveling more of an event rather than a "right" after a dungeon.Indeed. Leveling up is awesome, and something I look forward to as a player. But I also like to get the chance to use the nifty new abilities I've gotten before leveling up again. A good rate of leveling is the one they worked out for PFS--around once every three sessions.
With the exception of level one, which I find worthless and like to get out of as soon as possible.
How frequently does your group play? If you are playing once a week, that probably isnt an issue. If you play once a month, that could mean, almost a year(of actual time) between level ups in some cases.
I guess the first thing I'd ask, is why do you use xp? If you want to make leveling up an event, make it an event. Dont use xp, just level the party up when it makes sense in the story or at the pace that best suits your goals.

ShallowHammer |

ShallowHammer wrote:JoeOutside wrote:That's kind of what I was thinking, speed through the low levels but spend some time on each level starting around 3 or 4. I just don't want to set expectations. The group that I'm writing this for is more of a dungeon crawl group that likes hack and slash. Normally we use the normal progression for xp but I'm considering shaking it up a bit and using slow to make leveling more of an event rather than a "right" after a dungeon.Indeed. Leveling up is awesome, and something I look forward to as a player. But I also like to get the chance to use the nifty new abilities I've gotten before leveling up again. A good rate of leveling is the one they worked out for PFS--around once every three sessions.
With the exception of level one, which I find worthless and like to get out of as soon as possible.
How frequently does your group play? If you are playing once a week, that probably isnt an issue. If you play once a month, that could mean, almost a year(of actual time) between level ups in some cases.
I guess the first thing I'd ask, is why do you use xp? If you want to make leveling up an event, make it an event. Dont use xp, just level the party up when it makes sense in the story or at the pace that best suits your goals.
The group will go for 2-3 months on a weekly basis, then take a 3 week break (has to do with how our work schedules mesh) and then go weekly again. I've thought about making leveling up an event and ignoring xp, I'm just nervous about it cause I've never done it before.

Blue_Drake |

Every group is different. I was running RotRL for 2 friends (1 new to RPGs and 1 new to Pathfinder) and I felt that the levels came too quick. We stopped in the middle of the third adventure because it was getting too complicated. I think spending some more time at lower levels would have helped. There wasn't time to get accustomed to new abilities and spells before more got dumped on.
I wish we had started with a few low-level modules first instead of an adventure path.

thundercade |

You have the right idea by ignoring XP and just have them level up when appropriate. Sometimes you can even work it into the story as well.
Just don't completely ignore it for your side of things. Make sure you're somehow determining the "right" amount of treasure and magic items the party is finding or having the opportunity to go get. Some players like side missions for the XP, so it that's not really there, make sure they know it's just as worth it.
I use the medium XP track to get a rough estimate of about how many encounters of what CR I can budget for the level - then just make sure that that more or less is in line for what I write as the adventure. Use it as a guide, not exact.

Propsken |
Whether if I work with XP or set level-up moments, I always write down a simplified list of the encounters in the most likely order they'll be tackled by the party. I try to find a nicely balanced number of encounters per level-up, and split the encounters into "level blocks" based on that - give or take a few encounters for drama. Then, I make sure they party gets enough treasure for their appropriate level between the encounters in that "block".
Even if I actually do use XP values, from time to time I pad things by adding/removing/moving random encounters and quest XP to allow for climacting level-ups - usually just before or just after a boss-fight.
Of course, don't forget that your encounters need to be customized based on those numbers. The faster your PC group levels up, the faster the challenges you set before them must increase accordingly. If you have your encounters statted out and then change the XP progression table, you'll find your PC's will level up either too fast or too slow for the encounters you present them.
Pre-written adventures or campaigns have done this part of the work for you, making things a lot easier. If you have to do it yourself, however, prepare to spend a few hours with text files and spreadsheets.
There's lots of factors to consider, of course. The length and scope of the campaign, the level-ranges you're aiming for, the preferences of your players, the frequency at which sessions are played... Be sure to get input from your players, collect the data, and work from there. Find a comfortable middleground everybody can be happy with.
Hope this helps - and good luck!

Ubercroz |

I have done a lot of different leveling designs depending on what my expectations are for the group/the story.
I think that every 3 games is pretty spot on. However, the game I am running right now I have them level every two sessions. We play pretty much every week, we are also doing mythic, and I plan to take the game to level 20. So I am throwing a lot at them at once.
The downside of this, is that the players don't get much of a chance to feel out their characters in combat. Especially since I typically only do 1 combat encounter per night. The rest are either role-playing, puzzles, or something else along those lines.
The plus side, is that almost every encounter the party gets to do something new and fun, and they really get to feel like bad asses (now they are tier 3 and level 7) and it will just keep going that way.
On the other side, I have done 4 sessions per level, and standard experience points. I really hate experience points - if you are a dungeon crawly kind of group I get it. 4 sessions per level (typically 4 hour session) does feel a little long. It's not bad, you just need to have a reason for it.
Mostly I design my leveling around what kind of story I want to tell, and how long I expect it to take. In the mythic game I am running, I know where I want to go and the crazy stuff I have in store. They need to be high level for that stuff. And I don't want to come up with a bunch of filler garbage, so fast leveling.
In the 4 per session game I had a lot of low - mid level content I wanted to go through and the party was going to finish the game around level 9. So I slowed the pace to fit the story.
Ultimately, its just another tool in telling your story. If you let people level too fast, you may be facing harder encounters than make sense. If it's too slow, then you may be facing too weak of opponents and feel like wimps in a wimpy world. Just pace yourself, play around, and you will figure it out.