![]() By the book, these tiers would hug closer to 8. I havent reached the master and leader tiers yet, so I am unsure about how these should level. The professional tier tends to level slower, more than 8 and closer to 16 encounters per level. The student tier tends to level faster, between 4 and 8 encounters per level. Levels 17-20: legend tier − known to a planet or plane. Levels 13-16: leader tier − known to a nation. Levels 9-12: master tier − known to a region (such as a population of about a million). Levels 5-8: professional tier − known to a locale (such as a town). Levels 1-4: student tier − known to a community (such as a school). I organize the game into tiers, both mechanically and narratively. So players can work on their leveling options for their character outside of the game. The decision about when to level is always at the end of a gaming session. At the same time, assessing the number of minuses and pluses can be taken into account. For some levels, leveling is deferred for the sake of savoring the sweet spot. There is flexibility about when to level. As the marks look like they are adding up toward 8, it is time think about leveling. I guess I can also easily mark a minor encounter as a minus sign (−), and an overly difficult encounter as a plus sign (+), along with the one strokes. I record each substantial encounter informally as a one stroke (1). The main criterion is for an encounter that feels ‘substantial’. The evasion might turn out to be easy or hard. I also included encounters that are way too high a level − so the challenge might be to figure out how to avoid these overly dangerous encounters. Vice versa, an encounter that was supposed to be difficult but proved trivially easy, is an easy encounter. The beauty of counting encounters per level is, the toughness of the encounter can be assessed after it is over.Īn encounter that was supposed to be easy, yet proved unexpectedly difficult, in hindsight, is a difficult encounter. Worth more than an ordinary encounter.Īlternatively, a solution to a difficult challenge might prove ingenious and satisfying, obviating the difficulty in a meritorious way. Oppositely, some encounters feel tremendously difficulty. Each of these generally doesnt count toward the 8, unless several easy encounters seem to be accumulating. And as I said, it is flexible so you can adjust as needed. You can level up as quickly or as slow as you like in order to progress your campaigns as long as your group agrees on the same rate. I know it doesn't apply here, but it is interesting to see how different systems handle similar ideas like experience points and leveling up, which affects the game as a whole. Instead, you continually buy small boosts as your character grows and develops with the game, as opposed to certain checkpoints. There are no set levels so you don't wait for the one time bump and a package level-up. These can be saved or spent to purchase talents, or skill ranks, or even new specializations. Star Wars (FFG), for example, recommends awarding 10-20 xp per session for each participant. Games without levels and not as combat-focused. And it is flexible.įor comparison, look to a different system that is completely different from D&D and it's clones. And xp has evolved into the currency by which balance and progression are measured in the game. Naturally, the progression follows a design built on the premise of many combat encounters, which are the heart of the game itself. D&D has traditionally been a scaling combat-focused game. ![]()
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