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	<title>Comments on: Time in D&amp;D</title>
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	<link>http://dungeonsmaster.com/2010/04/time-in-dd/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Let The PCs Plan The Next Party Vacation — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-57006</link>
		<dc:creator>Let The PCs Plan The Next Party Vacation — Dungeon&#039;s Master</dc:creator>
		<pubDate>Fri, 26 Aug 2011 13:33:11 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-57006</guid>
		<description>[...] campaigns). Making the vacations part of the gaming experience reminds players of the passage of Time in D&amp;D. DMs may even want to implement a new house rule that PCs can’t actually “spend” XP they’ve [...]</description>
		<content:encoded><![CDATA[<p>[...] campaigns). Making the vacations part of the gaming experience reminds players of the passage of Time in D&amp;D. DMs may even want to implement a new house rule that PCs can’t actually “spend” XP they’ve [...]</p>
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		<title>By: Daniel Brouwer</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14770</link>
		<dc:creator>Daniel Brouwer</dc:creator>
		<pubDate>Tue, 13 Apr 2010 06:55:12 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14770</guid>
		<description>Thanks for the article! As it so happens, I was thinking about the exact same thing (and some other things that bothered me about the rules, but that&#039;s a different story).

I am glad I am finding someone that backs up my ideas on character advancement. We recently started playing D&amp;D4, and I only DM&#039;ed a 3.5 game like three times, and at first I wasn&#039;t even sure if I wanted to go to Epic Tier, as it seemed so silly. I am getting back from that opinion slowly, and this article just inspired me immensely to incorporate some well thought out reason as to how characters can become THAT strong. 

It also helps me to force just that tiny bit of extra roleplaying onto my players. One of them is a hardcore metagamer, one likes the story element but finds it difficult to incorporate it and steer away from metagaming. This way I can ease them into roleplaying by asking them how they would go about learning this or that skill or power. It could be part of their &quot;experience&quot; (what a good word for it) to explain to me how they would go about it. It could be those final 100 exp points they need to advance. If you can give them experience for succesfully solving a puzzle, then you could just as well give them experience for succesfully coming up with a solid reason as to how they go about learning a new skill.

So thanks!</description>
		<content:encoded><![CDATA[<p>Thanks for the article! As it so happens, I was thinking about the exact same thing (and some other things that bothered me about the rules, but that&#8217;s a different story).</p>
<p>I am glad I am finding someone that backs up my ideas on character advancement. We recently started playing D&amp;D4, and I only DM&#8217;ed a 3.5 game like three times, and at first I wasn&#8217;t even sure if I wanted to go to Epic Tier, as it seemed so silly. I am getting back from that opinion slowly, and this article just inspired me immensely to incorporate some well thought out reason as to how characters can become THAT strong. </p>
<p>It also helps me to force just that tiny bit of extra roleplaying onto my players. One of them is a hardcore metagamer, one likes the story element but finds it difficult to incorporate it and steer away from metagaming. This way I can ease them into roleplaying by asking them how they would go about learning this or that skill or power. It could be part of their &#8220;experience&#8221; (what a good word for it) to explain to me how they would go about it. It could be those final 100 exp points they need to advance. If you can give them experience for succesfully solving a puzzle, then you could just as well give them experience for succesfully coming up with a solid reason as to how they go about learning a new skill.</p>
<p>So thanks!</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-04-12</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14735</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-04-12</dc:creator>
		<pubDate>Mon, 12 Apr 2010 20:30:43 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14735</guid>
		<description>[...] Time in D&amp;D  Ahh&#8230; The great quandary of role playing. The rapid advancement of PCs over a short period of time can really mess things up for a GM&#8217;s world at large. Where the mighty emperor was once the greatest wizard in the lands, now he plays second fiddle to someone that just started out in adult life just a few scant months (or weeks!) ago. How very strange this can be. This is why I&#8217;m a fan of social promotion in addition to level advancement. Not only must the players increase in their power base through leveling, they must also share their exploits with civilization and increase their social status at the same time. I&#8217;m not too sure I&#8217;m a big fan of &#8220;no XP for you until you train&#8221; because then the players will do illogical things like leave half a goblin clan alive, so that they can &#8220;cash in&#8221; on the XP at a later date when it will really benefit them. I think a good balance to this one would be to allow the steady accumulation of experience points, but not of levels until a certain amount of money and time have been spent training and practicing the new skills they&#8217;ve learned in the field. [...]</description>
		<content:encoded><![CDATA[<p>[...] Time in D&amp;D  Ahh&#8230; The great quandary of role playing. The rapid advancement of PCs over a short period of time can really mess things up for a GM&#8217;s world at large. Where the mighty emperor was once the greatest wizard in the lands, now he plays second fiddle to someone that just started out in adult life just a few scant months (or weeks!) ago. How very strange this can be. This is why I&#8217;m a fan of social promotion in addition to level advancement. Not only must the players increase in their power base through leveling, they must also share their exploits with civilization and increase their social status at the same time. I&#8217;m not too sure I&#8217;m a big fan of &#8220;no XP for you until you train&#8221; because then the players will do illogical things like leave half a goblin clan alive, so that they can &#8220;cash in&#8221; on the XP at a later date when it will really benefit them. I think a good balance to this one would be to allow the steady accumulation of experience points, but not of levels until a certain amount of money and time have been spent training and practicing the new skills they&#8217;ve learned in the field. [...]</p>
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		<title>By: Johnn</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14532</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Thu, 08 Apr 2010 18:08:50 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14532</guid>
		<description> Sometimes it&#039;s only days between multi-level progression in my games.

I think it&#039;s part of the level structure of D&amp;D.

We&#039;ve tried different options and ideas, but my current group has the most fun with rapid level gains, no training requirements, ding fries are done.

I compensate with the world reflecting this possibility. NPCs will shock players by being two levels higher since their last trade of insults yesterday, folks are constantly assessing each other before taking aggressive actions, and he who takes initiative will be rewarded (pun not intended, maybe).</description>
		<content:encoded><![CDATA[<p> Sometimes it&#8217;s only days between multi-level progression in my games.</p>
<p>I think it&#8217;s part of the level structure of D&amp;D.</p>
<p>We&#8217;ve tried different options and ideas, but my current group has the most fun with rapid level gains, no training requirements, ding fries are done.</p>
<p>I compensate with the world reflecting this possibility. NPCs will shock players by being two levels higher since their last trade of insults yesterday, folks are constantly assessing each other before taking aggressive actions, and he who takes initiative will be rewarded (pun not intended, maybe).</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14512</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Thu, 08 Apr 2010 13:23:41 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14512</guid>
		<description>@Everyone
First of all, thanks everyone for the great feedback. I really wasn’t sure how well this topic would be received, but it got a lot of traffic and some fantastic comments.

@Matt
I never thought about the difference between the tiers. I agree that moving from heroic to paragon to epic should require significant down-time to explain the huge power shift. And you&#039;re right that normally you&#039;d expect that when this power shift occurs, the direction of the campaign is also likely to change as well.

@Groumy
I find it&#039;s often difficult to put the campaign &quot;on hold&quot; while the PCs spend some down-time leveling up. At the same time I don&#039;t like to hold back XP, keeping the PCs below where they know they should be for too long. It just makes them angry.

I would think that because everyone levels up simultaneously in 4e it would make in-game down-time easier. But I remember how quickly some classes advanced in previous editions (like the Rogue) and think that equalizing that aspect of the rules was a great improvement.

The &quot;blame&quot; for rapid advancement (if blame is the right word) seems to be with the DM. I know it is in my case. I tried to create an adventure the PCs would find compelling, but in doing so I put enormous pressure on them to act quickly. Because I didn&#039;t build in many opportunities for down-time between levels, the problems I&#039;m facing are essentially of my own making.

@Neuroglyph
I really like to idea of down-time, but I don&#039;t think I&#039;d enforce any mechanics that depleted the PCs of resources, even for day-to-day expenses. I&#039;d just assume that they&#039;d do some odd jobs during that time which would keep their finances about the same. Of course, if they wanted to spend money I wouldn&#039;t object, especially if it provided good role-playing opportunities or developed an interesting back-story.

I&#039;m not opposed to the PCs becoming powerful while their young, but I have issues when it happens with every PC in every campaign. Once and a while, sure, but not all the time.

@btorgin
The only time my group ever seems to get down-time is when they travel. We play in Eberron so travel is a big part of the adventure. Initially travelling took weeks, but as the PCs got rich and famous (or more accurately infamous) they could afford to take the lightning rail and elemental ships which reduced travel time from weeks to days.

I have taken advantage of the PCs being away from home and the longer they&#039;re on the road adventuring the more their enemies plan and scheme back home, much like you&#039;ve described.

@Ashenblade
Whenever PCs gain new abilities, feats or powers I ask them to explain how and why they got them. I like your suggestion to incorporate some training into the preceding level. If you&#039;re going to take a weapon proficiency next level then I want to see you practice and train with it before you take the feat. I don&#039;t always do this, but it does add something to the game when it&#039;s taken into considerations. Great suggestion.

@yongkyosunim
For adventures like the RPGA sanctioned LFR games it&#039;s a lot easier to incorporate down-time. I agree that if you&#039;re adventures are self-contained then everyone should realize that there was some down-time between games. For home games DMs need to work harder to build chapter breaks.

In a previous campaign we had an Artificer in the party and he was always making new magic items. Knowing he required time to do this the party was a lot more aware of down-time in the campaign and often they decided to rest at times I wasn&#039;t expecting. In the current campaign the PCs are social chameleons and like to use Streetwise to keep in touch with their contacts whenever the campaign takes them to the city. They often take a break in-game to account for this. I in turn reward this by giving them access to information they wouldn&#039;t otherwise get, even with an awesome Streetwise roll.

@Liam Gallagher
Thanks for the praise and the great feedback. Your questions raise a good point that I hadn&#039;t considered. Are some levels more difficult to attaint than others? If you&#039;re going to gain a daily power when you level does that require more work than a level where all you&#039;re going to get is a feat? I&#039;ve never encountered a player who didn&#039;t want to level immediately, but holding back for role-playing purposes is a great aspect to explore. It&#039;s comments like this that make you such a great DM. (Note: Liam is the DM for one of my home campaigns and was my DM for weeks 1-3 of D&amp;D Encounters).</description>
		<content:encoded><![CDATA[<p>@Everyone<br />
First of all, thanks everyone for the great feedback. I really wasn’t sure how well this topic would be received, but it got a lot of traffic and some fantastic comments.</p>
<p>@Matt<br />
I never thought about the difference between the tiers. I agree that moving from heroic to paragon to epic should require significant down-time to explain the huge power shift. And you&#8217;re right that normally you&#8217;d expect that when this power shift occurs, the direction of the campaign is also likely to change as well.</p>
<p>@Groumy<br />
I find it&#8217;s often difficult to put the campaign &#8220;on hold&#8221; while the PCs spend some down-time leveling up. At the same time I don&#8217;t like to hold back XP, keeping the PCs below where they know they should be for too long. It just makes them angry.</p>
<p>I would think that because everyone levels up simultaneously in 4e it would make in-game down-time easier. But I remember how quickly some classes advanced in previous editions (like the Rogue) and think that equalizing that aspect of the rules was a great improvement.</p>
<p>The &#8220;blame&#8221; for rapid advancement (if blame is the right word) seems to be with the DM. I know it is in my case. I tried to create an adventure the PCs would find compelling, but in doing so I put enormous pressure on them to act quickly. Because I didn&#8217;t build in many opportunities for down-time between levels, the problems I&#8217;m facing are essentially of my own making.</p>
<p>@Neuroglyph<br />
I really like to idea of down-time, but I don&#8217;t think I&#8217;d enforce any mechanics that depleted the PCs of resources, even for day-to-day expenses. I&#8217;d just assume that they&#8217;d do some odd jobs during that time which would keep their finances about the same. Of course, if they wanted to spend money I wouldn&#8217;t object, especially if it provided good role-playing opportunities or developed an interesting back-story.</p>
<p>I&#8217;m not opposed to the PCs becoming powerful while their young, but I have issues when it happens with every PC in every campaign. Once and a while, sure, but not all the time.</p>
<p>@btorgin<br />
The only time my group ever seems to get down-time is when they travel. We play in Eberron so travel is a big part of the adventure. Initially travelling took weeks, but as the PCs got rich and famous (or more accurately infamous) they could afford to take the lightning rail and elemental ships which reduced travel time from weeks to days.</p>
<p>I have taken advantage of the PCs being away from home and the longer they&#8217;re on the road adventuring the more their enemies plan and scheme back home, much like you&#8217;ve described.</p>
<p>@Ashenblade<br />
Whenever PCs gain new abilities, feats or powers I ask them to explain how and why they got them. I like your suggestion to incorporate some training into the preceding level. If you&#8217;re going to take a weapon proficiency next level then I want to see you practice and train with it before you take the feat. I don&#8217;t always do this, but it does add something to the game when it&#8217;s taken into considerations. Great suggestion.</p>
<p>@yongkyosunim<br />
For adventures like the RPGA sanctioned LFR games it&#8217;s a lot easier to incorporate down-time. I agree that if you&#8217;re adventures are self-contained then everyone should realize that there was some down-time between games. For home games DMs need to work harder to build chapter breaks.</p>
<p>In a previous campaign we had an Artificer in the party and he was always making new magic items. Knowing he required time to do this the party was a lot more aware of down-time in the campaign and often they decided to rest at times I wasn&#8217;t expecting. In the current campaign the PCs are social chameleons and like to use Streetwise to keep in touch with their contacts whenever the campaign takes them to the city. They often take a break in-game to account for this. I in turn reward this by giving them access to information they wouldn&#8217;t otherwise get, even with an awesome Streetwise roll.</p>
<p>@Liam Gallagher<br />
Thanks for the praise and the great feedback. Your questions raise a good point that I hadn&#8217;t considered. Are some levels more difficult to attaint than others? If you&#8217;re going to gain a daily power when you level does that require more work than a level where all you&#8217;re going to get is a feat? I&#8217;ve never encountered a player who didn&#8217;t want to level immediately, but holding back for role-playing purposes is a great aspect to explore. It&#8217;s comments like this that make you such a great DM. (Note: Liam is the DM for one of my home campaigns and was my DM for weeks 1-3 of D&#038;D Encounters).</p>
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		<title>By: Liam Gallagher</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14484</link>
		<dc:creator>Liam Gallagher</dc:creator>
		<pubDate>Thu, 08 Apr 2010 02:42:38 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14484</guid>
		<description>Super great article and topic. It&#039;s great to see your content move away from some of the less profund things that so many other blogs cover.

As a DM I don&#039;t let the party advance a level until they do arrive at some down time. While I think the weeks of dedicated study called for in the first addition rules is a bit heavy for learning your new fighter power where you mash your shield into someone&#039;s face, it makes sense for someone who gains the linguist feat. Learning three languages would take years of dedicated study for most; growing up I had a friend who could speak 12 languages, but it still took her 6 months to learn Greek.

My rule is that players have to come up with a reasonable explanation for why it is that their character can do this new thing. If they can&#039;t come up with a good explanation they don&#039;t get to use it. Perhaps one of the most important levels to consider in this manner are the levels that increase your base ability scores.

I have a few questions that might deserve consideration though.
Do some levels require more time than others? Is level 2 easier to get to from level 1 than level 17 is to get to from level 16? Considering that you&#039;re a player who wants to be rewarded, at what point is it not ok to withhold levels from your players? Is there a situation where you would choose to not level with the rest of the party for story reasons?</description>
		<content:encoded><![CDATA[<p>Super great article and topic. It&#8217;s great to see your content move away from some of the less profund things that so many other blogs cover.</p>
<p>As a DM I don&#8217;t let the party advance a level until they do arrive at some down time. While I think the weeks of dedicated study called for in the first addition rules is a bit heavy for learning your new fighter power where you mash your shield into someone&#8217;s face, it makes sense for someone who gains the linguist feat. Learning three languages would take years of dedicated study for most; growing up I had a friend who could speak 12 languages, but it still took her 6 months to learn Greek.</p>
<p>My rule is that players have to come up with a reasonable explanation for why it is that their character can do this new thing. If they can&#8217;t come up with a good explanation they don&#8217;t get to use it. Perhaps one of the most important levels to consider in this manner are the levels that increase your base ability scores.</p>
<p>I have a few questions that might deserve consideration though.<br />
Do some levels require more time than others? Is level 2 easier to get to from level 1 than level 17 is to get to from level 16? Considering that you&#8217;re a player who wants to be rewarded, at what point is it not ok to withhold levels from your players? Is there a situation where you would choose to not level with the rest of the party for story reasons?</p>
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		<title>By: yongkyosunim</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14456</link>
		<dc:creator>yongkyosunim</dc:creator>
		<pubDate>Wed, 07 Apr 2010 21:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14456</guid>
		<description>I run my current campaign similar to how the RPGA for 3.5 was ran for mods. I would basically have one adventure last about 1 month&#039;s time regardless of how many days were actually spent resting between encounters, exploring, etc. In between adventures would also be half to the same amount of time so in total would be up to 2 months. My modules were played so that characters would gain only about 1 level per three modules so players would have to hit 45 modules to reach 16th level which is the current level. In time, this would equate up to 90 months passing by from the start of the campaign to the end, so 7 1/2 years.

There&#039;s an advantage in gaming this way:

1. If you&#039;re the type of DM who wants their players to be managing their character&#039;s upkeep, having a set time for a module is an easy way. For example, if the standard upkeep is 40 gp per month (making this up), then the PC&#039;s know to spend 80 gp at the end of the module (1 month for adventuring, and 1 month in between). 
2. Also, it allows DM&#039;s to arbitrarily set a specified time for player&#039;s who have crafting characters. If a character wants to brew potions, make magic items, or forge armor, then can they do it in the time frame provided? Having a set time in between adventures also allows such characters to do this.
3. For characters who are not crafters, maybe they can ply their trade, seek training, or do other things. I have two players whose characters are professional jugglers and singers. In between adventures, they are performing. If they know that they get 15 days worth of performance checks, they I have them roll, tally up the silver and gold and they&#039;ve earned their keep.
4. It makes tracking the campaign timeline a lot easier. Tracking by days can be a headache because the DM has to keep a handy calendar that shows all the days of the month and then pick when it is. When tracking adventures by weeks or months, then your increments are cut down to just 52 (for weeks if using standard calendar year) or 12 (for months using standard calendar year). If there are special festivals and religious holidays, you just include them at some in the adventure where it would overlap these days if it&#039;s feasible.

Ultimately, it&#039;s up to the DM&#039;s judgement as to how long an adventure will last. I usually set any adventure that involves overland travel to last for a month and a break in between adventures to be 1 month as well. If the adventure is a city adventure and the PC&#039;s encounters are going to be short and small, then the adventure will last 1 week with a similar break.  In my current campaign, I had the adventures last as little as 1 week to 2 months (this adventure going from one end of the continent to the other).</description>
		<content:encoded><![CDATA[<p>I run my current campaign similar to how the RPGA for 3.5 was ran for mods. I would basically have one adventure last about 1 month&#8217;s time regardless of how many days were actually spent resting between encounters, exploring, etc. In between adventures would also be half to the same amount of time so in total would be up to 2 months. My modules were played so that characters would gain only about 1 level per three modules so players would have to hit 45 modules to reach 16th level which is the current level. In time, this would equate up to 90 months passing by from the start of the campaign to the end, so 7 1/2 years.</p>
<p>There&#8217;s an advantage in gaming this way:</p>
<p>1. If you&#8217;re the type of DM who wants their players to be managing their character&#8217;s upkeep, having a set time for a module is an easy way. For example, if the standard upkeep is 40 gp per month (making this up), then the PC&#8217;s know to spend 80 gp at the end of the module (1 month for adventuring, and 1 month in between).<br />
2. Also, it allows DM&#8217;s to arbitrarily set a specified time for player&#8217;s who have crafting characters. If a character wants to brew potions, make magic items, or forge armor, then can they do it in the time frame provided? Having a set time in between adventures also allows such characters to do this.<br />
3. For characters who are not crafters, maybe they can ply their trade, seek training, or do other things. I have two players whose characters are professional jugglers and singers. In between adventures, they are performing. If they know that they get 15 days worth of performance checks, they I have them roll, tally up the silver and gold and they&#8217;ve earned their keep.<br />
4. It makes tracking the campaign timeline a lot easier. Tracking by days can be a headache because the DM has to keep a handy calendar that shows all the days of the month and then pick when it is. When tracking adventures by weeks or months, then your increments are cut down to just 52 (for weeks if using standard calendar year) or 12 (for months using standard calendar year). If there are special festivals and religious holidays, you just include them at some in the adventure where it would overlap these days if it&#8217;s feasible.</p>
<p>Ultimately, it&#8217;s up to the DM&#8217;s judgement as to how long an adventure will last. I usually set any adventure that involves overland travel to last for a month and a break in between adventures to be 1 month as well. If the adventure is a city adventure and the PC&#8217;s encounters are going to be short and small, then the adventure will last 1 week with a similar break.  In my current campaign, I had the adventures last as little as 1 week to 2 months (this adventure going from one end of the continent to the other).</p>
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		<title>By: Ashenblade</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14438</link>
		<dc:creator>Ashenblade</dc:creator>
		<pubDate>Wed, 07 Apr 2010 15:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14438</guid>
		<description>My biggest peeve with level advancement in D&amp;D and other games has always been gaining or improving skills and abilities with absolutely no explanation as to how or why.  (Hey, I just levelled up.  Now I know how to use a longbow and forge chainmail armour!)

Lately I&#039;ve been trying to encourage my players to pick what skills and powers they will gain at their next level well in advance, so we can build their development into the game.  You want to learn how to ride a horse?  Great, then spent some time practicing that on your way to the next dungeon.  Your warlock is learning a new power to conjure flaming acid to smite her enemies?  Then perhaps you need to touch base with your demonic patron to get access to those new abilities.  We don&#039;t necessarily have to devote a ton of role-playing or in-game time to these actions, but as long as we know they&#039;re happening, the characters&#039; advancement makes a little more sense, and I feel it adds a lot of depth to the characters as well.</description>
		<content:encoded><![CDATA[<p>My biggest peeve with level advancement in D&amp;D and other games has always been gaining or improving skills and abilities with absolutely no explanation as to how or why.  (Hey, I just levelled up.  Now I know how to use a longbow and forge chainmail armour!)</p>
<p>Lately I&#8217;ve been trying to encourage my players to pick what skills and powers they will gain at their next level well in advance, so we can build their development into the game.  You want to learn how to ride a horse?  Great, then spent some time practicing that on your way to the next dungeon.  Your warlock is learning a new power to conjure flaming acid to smite her enemies?  Then perhaps you need to touch base with your demonic patron to get access to those new abilities.  We don&#8217;t necessarily have to devote a ton of role-playing or in-game time to these actions, but as long as we know they&#8217;re happening, the characters&#8217; advancement makes a little more sense, and I feel it adds a lot of depth to the characters as well.</p>
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		<title>By: btorgin</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14437</link>
		<dc:creator>btorgin</dc:creator>
		<pubDate>Wed, 07 Apr 2010 15:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14437</guid>
		<description>In short, yes, it can seem odd that characters level so fast in game time but look at Bilbo from The Hobbit.  He very quickly matures and levels in just a few months.  

One way of slowing down the game time is to have periods between adventures and not hook from one adventure to the next, if appropriate.  You can say, six months have passed since you defeated so-and-so, but there is word a new evil is on the rise.  

Also, travel time stretch out game time.  &quot;You spend four weeks traveling to the mysterious lair of the arch demon.&quot;  Or, &quot;It takes several weeks of searching for the hidden tomb of the Dread King.&quot;  All these little things add up to periods of time passing in the adventure.  

These also allow you to advance things at the home base or town while the heroes are away, a la 300 when the bad Senator is making a power play against the King.</description>
		<content:encoded><![CDATA[<p>In short, yes, it can seem odd that characters level so fast in game time but look at Bilbo from The Hobbit.  He very quickly matures and levels in just a few months.  </p>
<p>One way of slowing down the game time is to have periods between adventures and not hook from one adventure to the next, if appropriate.  You can say, six months have passed since you defeated so-and-so, but there is word a new evil is on the rise.  </p>
<p>Also, travel time stretch out game time.  &#8220;You spend four weeks traveling to the mysterious lair of the arch demon.&#8221;  Or, &#8220;It takes several weeks of searching for the hidden tomb of the Dread King.&#8221;  All these little things add up to periods of time passing in the adventure.  </p>
<p>These also allow you to advance things at the home base or town while the heroes are away, a la 300 when the bad Senator is making a power play against the King.</p>
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		<title>By: Neuroglyph</title>
		<link>http://dungeonsmaster.com/2010/04/time-in-dd/comment-page-1/#comment-14434</link>
		<dc:creator>Neuroglyph</dc:creator>
		<pubDate>Wed, 07 Apr 2010 14:35:31 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4356#comment-14434</guid>
		<description>In my last 3.5 campaign, before moving to 4E, it took my Characters 3 full game years to reach 12th level, and about 5 years of real time play.  I used a training system based upon level and what you were training for, or if you were researching spells, etc.  This added up to a month between levels,  invariably with the wizard spending the most down-time, while the rest of the adventurers hung out in the local taverns waiting for him to get out of his library.

I&#039;ve debated about adding a downtime factor between levels to my 4E games, but I came to realize that this really would only have the effect of draining the party&#039;s cash on inn and stabling bills and bar/restaurant tabs.  I agree that it does seem odd to have young adventurers gaining immense power and achieving great things.  But it happens all the time in fairy tales, and even in books like Eddings &quot;The Belgariad&quot;, where the scullery boy goes on an adventure at age 14, and by 16, he&#039;s become a sorcerer, been made king, got engaged, and was out thrusting an artifact sword through a god&#039;s chest.  Not bad for 2 years of exp&#039;ing.
.-= Neuroglyph&#180;s last blog ..&lt;a href=&quot;http://www.neuroglyphgames.com/review-of-the-indomitable-fire-forest-of-innenotdar-by-en-publishing&quot; rel=&quot;nofollow&quot;&gt;Review of The Indomitable Fire Forest of Innenotdar by EN Publishing&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>In my last 3.5 campaign, before moving to 4E, it took my Characters 3 full game years to reach 12th level, and about 5 years of real time play.  I used a training system based upon level and what you were training for, or if you were researching spells, etc.  This added up to a month between levels,  invariably with the wizard spending the most down-time, while the rest of the adventurers hung out in the local taverns waiting for him to get out of his library.</p>
<p>I&#8217;ve debated about adding a downtime factor between levels to my 4E games, but I came to realize that this really would only have the effect of draining the party&#8217;s cash on inn and stabling bills and bar/restaurant tabs.  I agree that it does seem odd to have young adventurers gaining immense power and achieving great things.  But it happens all the time in fairy tales, and even in books like Eddings &#8220;The Belgariad&#8221;, where the scullery boy goes on an adventure at age 14, and by 16, he&#8217;s become a sorcerer, been made king, got engaged, and was out thrusting an artifact sword through a god&#8217;s chest.  Not bad for 2 years of exp&#8217;ing.<br />
.-= Neuroglyph&#180;s last blog ..<a href="http://www.neuroglyphgames.com/review-of-the-indomitable-fire-forest-of-innenotdar-by-en-publishing" rel="nofollow">Review of The Indomitable Fire Forest of Innenotdar by EN Publishing</a> =-.</p>
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