I love 5e but does anyone think the game was geared to have you level up more frequently? Im using an encounter builder and they're leveling up like every 2-3 sessions. Is this common in the older editions? It feels like they designed this around some kind of stupid "YAY I LEVEL UP AGAIN WHEE" mentality.
Fifth edition is designed so that characters level up every 2-3 sessions. They determined that the average campaign lasts about a year before getting interrupted by real-life concerns. Thus, a group that plays weekly should be able to advance from 1st through to 20th level during that year.
It's partly about the "I level up again!" mentality, but the main reason for structuring the game this way is so that players actually get to use all of that higher-level content that they read about in the books. Level advancement was much slower in the older editions and many players never really got a chance to play at higher levels unless the campaign started off at high levels. This design goal was something that 3e brought to the table; during the development of that edition, WotC's research indicated that the average campaign fizzled out after about 18 months of regular play.
AD&D and OD&D have an implicit assumption that PCs will generally retire from active adventuring around 9th-11th level. This was when a character was stated to have achieved Name Level in his class, and further advancement in that class changed significantly.
At Name Level:
- a character gains his final level title that reflects his accomplishments and implies some measure of social standing: Lord (fighter), Wizard (magic-user), Patriarch (cleric), Master Thief (umm... paladin?), etc.
- a character gains his final Hit Die plus Constitution bonus to hit points. After this point, he gains 1, 2, or 3 hit points per level (depending on class) with no Con bonus.
- the cumulative number of XP required to reach Name Level becomes the amount of additional XP required to advance each additional level. Up until this point, characters generally needed double the amount of XP for the previous level (for fighters, 2,000 to reach 2nd, 4,000 to reach 3rd, etc). Beyond 9th level, fighters needed 225,000 XP for each additional level; magic-users needed a whopping 375,000 XP for each level beyond 11th.
- a character is able to construct a stronghold and attract followers. At 9th level, when a fighter built a keep and cleared the area around it, he would automatically attract his own small army.
Non-human characters in AD&D were limited as to what levels they could advance to. They would generally be able to achieve Name Level in the class(es) for which they were most suited. Elves topped out at around 7th level as fighters, but could reach 11th level as magic-users, for example.
The most powerful monsters in the AD&D Monster Manuals were designed to challenge characters of Name Level.
So there was assumed to be a very significant shift in the focus of a campaign once the PCs reached Name Level. This was essentially where the "party of heroes explores a dungeon, fights monsters, and brings back treasure" paradigm of gameplay was intended to end.
One very important point is that the primary source of XP in older editions of D&D was treasure, not fighting monsters or "overcoming challenges." Characters would earn 1 XP for each 1 gp value of treasure that they recovered from a dungeon and brought back to civilization. They did earn some XP from defeating monsters, but it was fairly insignificant next to the XP earned from recovering treasure. A lot of players complained about how this didn't make any sense, and it became an optional rule in AD&D 2e (with nothing to replace it, so 2e advancement by the book was excruciatingly slow). But it was another of AD&D's abstractions that was actually a lot more elegant than it seemed on the surface. Higher-value treasures were generally guarded by powerful monsters in the deepest dungeon levels; thus it was assumed that PCs would have to overcome greater challenges in order to acquire the most valuable treasures.
Therefore, a party of six 9th-level fighters would require 1,500,000 gp worth of treasure in order for everyone to advance to 10th level. And for each level after that. When you look at the treasure tables in the Monster Manual, you can see that we're talking about the combined treasure hoards of at least a couple dozen of the most powerful dragons. The rules interact with world-building sensibilities to provide a soft cap on PC advancement around 9th-11th level (depending on class).
I guess that's a long way of saying "no, this was not common in older editions." WotC did a lot of research when preparing 3e and they found that most players never actually got to play with the higher-level content that was in every PHB. Thus, 3e through 5e are designed such that players in a typical campaign should be able to advance from 1st through to 20th level (30th in 4e) in 12-18 months of weekly play.
Personally, I think this was a very bad decision. D&D up until around 10th level is generally still on the "believable" side of heroic fantasy. The tone fits reasonably well with most fantasy fiction. The balance between spellcasters and martial characters has now flipped such that the spellcasters are more powerful, but not absurdly so. World-shattering magic is still very rare. Beyond 10th level, you start moving into comic book superhero territory.
Getting back to 5e... there's no reason you can't tweak character advancement to suit your tastes. Leveling up every 2-3 sessions might feel too quick if you play twice per week (or even once per week). It's been a while since I've been able to play, but in the last campaign that I ran, we played about once every 3 weeks and leveling up every other session did not feel too fast.
When I finally do get a chance to run a 5e game, I think that I will probably reduce the amount of XP gained from defeating monsters and focus more on awarding XP for achieving goals and completing quests. That gives me more control over the PCs' advancement rate while giving me more flexibility with encounter design. 5e is a much more flexible game than 3e or 4e and doesn't have the same assumptions baked in as to how quickly the PCs advance and what equipment they should have at certain levels. 4e was particularly bad here.