Quick Level Advancement in Dungeons and Dragons
I’m getting ready to go on a couple week hiatus of gaming due to scheduling conflicts and Father’s Day, which will give me time to plan the next leg of our party’s journey. They’re getting ready to leave Maldora, a creepy “hell on earth” type of world with abhorrent and undead monsters, devils and demons, and some other really strange things. Maldora is a place of my own making, and I’ve been really happy with how the adventure has turned out.
The question of leveling has come up several times. My players are eager to level to paragon in 4th edition, and I’m eager for them to level so I can throw new monsters at them. I have yet to play in a game that went beyond Level 6, so this will be a new experience for me, even if I’m technically not playing.
The issue with leveling is that when we level by XP, it seems to take a long time unless I throw huge encounters at them, and then, of course, we lose PCs. So instead, I’ve been leveling them every session or every other session to get where we need to get. I have the storyline in my head and I know exactly where I want them to hit their paragon level.
I like this method of leveling for several reasons. First, it makes my job easier. I’m already putting quite a few hours into the game itself, and I’m trying to get better at making the encounters XP appropriate for the group. But by leveling at certain encounter intervals, I’m better able to do the encounters I want to rather than being caught up in counting points to the next stage.
Second, the players like it. This might not be true for all gaming groups, but the players in mine get excited when I let them level. A couple of them want to get to Paragon level and the others like the fact that for the most part we don’t get bogged down in monsters from the same few levels for what sometimes feels like an endless string of same level encounters.
Third, it feels like a reward. Understandably, XP is supposed to be the reward players get for fighting monsters, solving puzzles, and owning the skill challenges. While XP is awesome, it always feels like a bonus when you get to level. Having said that, I can also see where this might backfire. When you do something too much, it loses its novelty. Leveling quickly might mean that the players get tired of the game faster or that the thrill of it is lost sooner.
One can also argue that if you want to be level 11, why not just start at Level 11? Two reasons come to mind. Number one, you can really build your back story in those first ten levels, and that’s extra flavor for the paragon path you take. Number two, starting at high level can be overwhelming. When I was first starting to DM, I ran a Level 5 adventure with people who hadn’t played much fourth edition if they’d played at all. The number of powers and items overwhelmed them, and a few got a little testy. In my current gaming group, I have someone who’s just getting her feet wet with DnD. Starting at Level 1 has given her the chance to get used to her existing powers before we throw new ones at her.
The plan is to continue to speed level until we reach the 11th level point, then taper off and spend more time at each one. By then, I hope to have a good grasp of my game and be able to use XP for the purpose of leveling again. Maybe it’ll work, maybe it won’t. For now, the players are cool with it and I can chalk it up to another experimental learning experience for a Dungeon Master in training.


Same Here
Submitted by dwashba on Thu, 06/24/2010 - 16:12.It seems that as the lvls get higher the faster I am advancing them. However I dont think this will always be the case because like you I want to get them to a certain point. Mine being 21'st lvl opposed to your 11th. One big problem with leveling them every or every other session is that you have to hand out loot in huge chunks. Don't know if you get this problem too but comment back and let me know. Good post, I think Ill come back to this website!
Sorry about the delay in
Submitted by mystressmanda on Mon, 07/12/2010 - 17:08.Sorry about the delay in getting back to you on this. Computer issues have had me out of the loop for a few weeks. Yes, I have trouble with the loot issue. I try to follow the guidelines in the DM guide, but sometimes we just don't hit enough areas to make it feasible. I also get to the leveling point and think "Oh no, we need magic items." It's a challenge for sure. Sometimes I give them a chance between levels to hang out in the nearest town and find ways to earn or find money. Still finding my feet on this one...let me know if you've had any solutions.
Hope you come back! :)
XP and leveling options
Submitted by anarkeith on Sat, 07/03/2010 - 13:25.Another thing to consider is awards for other aspects of the game beyond the mechanical ones defined by the rule book. Bonuses for completing a certain number of encounters, for contributing to the game story, or for good role-playing. How do your players interact with the environment? Creative play can be rewarded as well.
I ran a skill challenge recently that involved my players surprising a party of dwarves. I asked my players to be descriptive in how they were using their skills to facilitate the ambush and surprise, and was rewarded with creative descriptions about using elements of the environment I had not specifically described, but which would logically appear. I've encouraged my players to do this, and it adds to the overall fun and heroic storytelling. So, I awarded XP for the challenge, and bonus XP for the idea of rolling a log down the sloping terrain to temporarily pin the dwarves (enabling the surprise round.)
I like this. I tend to find
Submitted by mystressmanda on Mon, 07/12/2010 - 17:10.I like this. I tend to find after a gaming session that I leaned toward the mechanical side in all aspects of the game. I always have the best intentions of being more creative and my plans seem to fall flat. Sad part is that we're all really creative people in the gaming group. I'm going to keep this in mind and incorporate it into my next session.
I like that approach
Submitted by Duncan Idaho on Sat, 07/03/2010 - 18:53.I've played in campaigns that started with higher level characters and we never felt like we bonded appropriately with our characters. Your approach gets the story to the Level you want as a DM while still giving the characters, the game world, the DM, and the players a chance to get to know each other.
Let us know how it works out!
So far so good! Hope to have
Submitted by mystressmanda on Mon, 07/12/2010 - 17:11.So far so good! Hope to have some more updates on the leveling soon! :)
[complexity]
Submitted by min123 on Mon, 08/02/2010 - 02:05.[edited by FC staff to remove non-relevant links]
much fourth edition if they’d played at all. The number of powers and items overwhelmed them, and a few got a little testy. In my current gaming group, I have someone who’s just getting her feet wet with DnD. Starting at Level 1 has given her the chance to get used to her existing powers before we throw new ones at her.