Hello, I'm looking for a logical way to allow the characters level up in a game of D&D5. I find it weird that after one combat, a warrior can hit 2 times rather than one. Even worse, suddenly, you know how to cast spells?!?
Characters are always practicing, studying, and learning in their down time. Most of us don’t want to keep track of, “I spent 2 hours last night practicing with my sword and dagger” so we just assume that it’s happening without role playing it. You can role play it if you want to, but it can be annoying for some people.
I'm a little confused by this question. Different classes level up in different ways and their abilities are pretty well defined in their class descriptions. For instance Clerics gain their ability through devotion to their deity. They don't just suddenly know how to cast a spell. A fighter would indeed gain more skill in fighting creatures. If you're asking about different ways to RP level advancement then it's really up to you as a DM (or up to the players in how their going to do it) Using the cleric as an example again. There's a cleric in one of my campaigns who is very devoted and pretty much first thing she does when we hit a town is look for a shrine or temple she can pray in. I never said it was required, it's just how she chose to develop the character.
So like Tim said, you can ask them to RP based on their character or you can come up with some suggestions based on the class. In another campaign I have a sorcerer who even though they don't get their spells from books wanted to seek out and histories of other sorcerers just to learn more. Again, I didn't make it a requirement or anything but it adds some spice to the campaign that they chose to do that, and good RP opportunities down the road.
There's a couple modes of thought to your question:
1) The characters are constantly working on their skills. Through the various battles, and down time, they are introduced to new tactics, strategies and applications of combat which lead to insights that are manifested as a "level up".
2) They are taught the various "core" mechanics of their class and through tinkering, experimenting, and using the various core elements they begin to understand the more complex ways those abilities can be used to greater effect. With that understanding they "level up".
3) Forego the whole "You ding!" moment an instead go back to the good old days where they have to pay for a mentor/teacher. Only then, and after a long rest, will they truly be able to level up.
Since my group is using DnD Beyond almost exclusively, we've done the following;
I give XP at the end of the session. That gives the players enough time that should they level up they can adjust their characters accordingly where required. That said, though they get the "statistic" features whenever they go them (things like extra hit points, increase in proficiency modifier etc), the "active" features, like spells or other features I judge on a case by case basis if they get them immediately or after a long rest.
A Rogue's uncanny Dodge, for instance, is more a case of "this time you were out of the way quick enough"
A Zealot Barbarian's ability Fanatical Focus might be a case of "huh, I did not know that would happen"
Other features, like a Sorcerer learning a new Metamagic ability, or the Cleric's Turn Undead feature are more complex to perform, and thus would not "accidentaly" happen. Again, I judge them case by case, and since we don't level up that often that works for our group fine.
That said, the rules dictate that it's the DING method; whenever you get enough xp you level up and get new features. Mr. Jeremy Crawford mentioned that recently in a Dragon+ Q&A, if I recall correctly.
There's a couple modes of thought to your question:
1) The characters are constantly working on their skills. Through the various battles, and down time, they are introduced to new tactics, strategies and applications of combat which lead to insights that are manifested as a "level up".
2) They are taught the various "core" mechanics of their class and through tinkering, experimenting, and using the various core elements they begin to understand the more complex ways those abilities can be used to greater effect. With that understanding they "level up".
3) Forego the whole "You ding!" moment an instead go back to the good old days where they have to pay for a mentor/teacher. Only then, and after a long rest, will they truly be able to level up.
They mention something like number 3 in one of the books, I think in the Dungeon Master's Guide. As the DM, you choose how things operate on your version of whatever world your campaign takes place. If the ding moment doesn't make sense, have the party take a rest and consider their experiences. For those learning spell casting, they practice trying to make the connection with their deity, with nature, or whatever other medium by which they gain spellcasting. If you want to make them sleep to gain the level, have them do that. Just explain why you want them to do whatever you want them to do and have a good lore reason for it (perhaps akin to the tooth fairy) that will give them a reason for it other than because you said so. It will go over better and add flavor to your world.
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Hello, I'm looking for a logical way to allow the characters level up in a game of D&D5. I find it weird that after one combat, a warrior can hit 2 times rather than one. Even worse, suddenly, you know how to cast spells?!?
Thank you for your opinions and advises.
Characters are always practicing, studying, and learning in their down time. Most of us don’t want to keep track of, “I spent 2 hours last night practicing with my sword and dagger” so we just assume that it’s happening without role playing it. You can role play it if you want to, but it can be annoying for some people.
Professional computer geek
I'm a little confused by this question. Different classes level up in different ways and their abilities are pretty well defined in their class descriptions. For instance Clerics gain their ability through devotion to their deity. They don't just suddenly know how to cast a spell. A fighter would indeed gain more skill in fighting creatures. If you're asking about different ways to RP level advancement then it's really up to you as a DM (or up to the players in how their going to do it) Using the cleric as an example again. There's a cleric in one of my campaigns who is very devoted and pretty much first thing she does when we hit a town is look for a shrine or temple she can pray in. I never said it was required, it's just how she chose to develop the character.
So like Tim said, you can ask them to RP based on their character or you can come up with some suggestions based on the class. In another campaign I have a sorcerer who even though they don't get their spells from books wanted to seek out and histories of other sorcerers just to learn more. Again, I didn't make it a requirement or anything but it adds some spice to the campaign that they chose to do that, and good RP opportunities down the road.
That's what happens when you wear a helmet your whole life!
My house rules
There's a couple modes of thought to your question:
1) The characters are constantly working on their skills. Through the various battles, and down time, they are introduced to new tactics, strategies and applications of combat which lead to insights that are manifested as a "level up".
2) They are taught the various "core" mechanics of their class and through tinkering, experimenting, and using the various core elements they begin to understand the more complex ways those abilities can be used to greater effect. With that understanding they "level up".
3) Forego the whole "You ding!" moment an instead go back to the good old days where they have to pay for a mentor/teacher. Only then, and after a long rest, will they truly be able to level up.
Since my group is using DnD Beyond almost exclusively, we've done the following;
I give XP at the end of the session. That gives the players enough time that should they level up they can adjust their characters accordingly where required. That said, though they get the "statistic" features whenever they go them (things like extra hit points, increase in proficiency modifier etc), the "active" features, like spells or other features I judge on a case by case basis if they get them immediately or after a long rest.
A Rogue's uncanny Dodge, for instance, is more a case of "this time you were out of the way quick enough"
A Zealot Barbarian's ability Fanatical Focus might be a case of "huh, I did not know that would happen"
Other features, like a Sorcerer learning a new Metamagic ability, or the Cleric's Turn Undead feature are more complex to perform, and thus would not "accidentaly" happen. Again, I judge them case by case, and since we don't level up that often that works for our group fine.
That said, the rules dictate that it's the DING method; whenever you get enough xp you level up and get new features. Mr. Jeremy Crawford mentioned that recently in a Dragon+ Q&A, if I recall correctly.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
They mention something like number 3 in one of the books, I think in the Dungeon Master's Guide. As the DM, you choose how things operate on your version of whatever world your campaign takes place. If the ding moment doesn't make sense, have the party take a rest and consider their experiences. For those learning spell casting, they practice trying to make the connection with their deity, with nature, or whatever other medium by which they gain spellcasting. If you want to make them sleep to gain the level, have them do that. Just explain why you want them to do whatever you want them to do and have a good lore reason for it (perhaps akin to the tooth fairy) that will give them a reason for it other than because you said so. It will go over better and add flavor to your world.