There are two rates of leveling: first, how long do you have to play, to gain a level. Second, how long does it take in-game for your character to gain a level.
In-game
How fast you gain experience in-game obviously depends on how your character spends his time. If he is engaged in uneventful overland trecks, weeks of downtime to craft items, or takes a break just relaxing and waiting, little experience will be gained, and it can take months or years. So the real question there becomes, how fast in-game can the character gain levels when engaged in the most strenuous activity, making most of every available resource or minute in an effort to gain exprience.
In 5e it takes a little more than a month of in-game time to go from level one to level twenty. You'll spend approximately two days of in-game time on each character level, before moving on to the next one. Of course, with travel, downtime and so on, it may take longer, maybe two or three months of game time. But still, no years of heroics to become a world-dominating legend.
In D&D 5e the standard experience rules that assign experience primarily for killing monsters, that means dangerous adventures with as many combat encounters as you can stomach, if you follow the DMG guidance on encounters per day and the XP per encounter, you get this table.
Table 1: Experience and level achieved after number of days adventuring
Day XP Level
2 900 3
3 2,100 3
4 3,300 4
5 5,000 4
6 6,700 5
7 10,200 5
8 13,700 5
9 17,200 6
10 21,200 6
11 25,200 7
12 30,200 7
13 35,200 8
14 41,200 8
15 47,200 8
16 53,200 9
17 60,700 9
18 68,200 10
19 77,200 10
20 86,200 11
21 96,700 11
22 107,200 12
23 118,700 12
24 130,200 13
25 143,700 14
26 158,700 14
27 173,700 15
28 191,700 15
29 209,700 16
30 229,700 17
31 254,700 17
32 279,700 18
33 306,700 19
34 336,700 19
35 366,700 20
This feels a bit fast for my taste. You do not really get to explore your newfound abilities, already you are on to the next shiny toy. If the progression was slower, maybe even by just a day or two per level, you could explore the spells more, get used to them. Of course, you still can use them later on, when you are on a higher level. But it feels a bit anticlimatic, if you finally get to polymorph someone on level nine. This would speak for slower experience. However, other classes gain less new features per level than spell casters, and for them the current rate may be just fine.
In real-world time
How long should it take you to gain a level in play time? My answer is between six and eight evening game sessions.
I think this is more important than how long it takes in-game, if you assume the main goal is to play a full campaign. The three important ingredients are and what level you need to reach, how long a campaign can run if you intend to finish it, and how often and long you get to play.
In Gygax' original campaign old veterans had PCs with levels in the teens after about 10 years of play. [#8360].
That seems rough. With moving around for education and jobs, getting kids, changing life priorities and interests, any single game that requires you to contiuously commit yourself over 10 years is likely to be abandoned. Two years for a campaign looks doable. Keeping it up for four years is already much harder.
A normal person for whom RPG is a pastime among others and not the center of their life will not play 7 days a week, as Gary did. We are playing about once per week for three to four hours of real time, and that is the same rate I have experienced in other groups, too. One evening a week is as good a rate as you can expect for a hobby, maybe dropping a few weeks each year to vacations. With busy jobs and kids and family, once a fortnight may be more realistic.
So you are looking at a bit under 50 sessions a year, and you should be able to finish a campaign within two years or so to achieve closure. Campaigns do not have to go to level 20, in fact very few do or did, level 12-13 is entirely fine and may be preferrable. Even in Gary's campaign, nearly all players retired their characters around there. For this, you would need to gain about six levels a year, one level every two months or seven to eight sessions.
Gary Gygax said I think that 52 sessions to reach 10th level is about right if the time per session is about four hours. [#5188], which is in the same ballpark. This would come to about six sessions per level, that being action-packed sessions with theatre of the mind. With weekly play, it would take a year. He has other estimates that made it two years.
We took nearly two years to get to level 10, but we only played biweekly in the first year, and we often play only three hours effectively, after kids are in bed starting around 9 pm, and ending around midnight with work the next day. Our DM also is slow in adjucating, taking long time to look up adventure text, not feeling at ease with inventing on the spot to keep things moving, taking a lot of time to count squares in battle sitations. We have too many lengthy rules discussions, and virtual tabletop technical issues tend to slow things down further. So this seems to match the above rate given the extra impediments.
I expect it will take another two years to get to level twenty, if we can stick with it -- there is a bit of fatigue showing. [Addendum: We are now 3 years after I wrote this, and are still on character level 16. Play has further slowed down with the DM having not enough time to prepare and master. Effectively, we only progress on weekend retreats.]
Level 20
We never made it all the way to level twenty, and it would be a cool item for the bucket list to have played one character or campaign all the way through. All earlier campaigns and groups faltered after about 10 or so levels, the longest one went to level 14.
Getting to level 20 is hard in older editions of D&D, because it took forever to get to the higher levels XP wise, but in all editions, because there are not a lot of good adventures for high level play, campaing arcs tend to end at level twelve or so, and the game also is not designed for high level play and less fun there.
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