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Class-Based Milestone Advancement (or a new look on leveling up with XP)
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<blockquote data-quote="Voi_D_ragon" data-source="post: 7412035" data-attributes="member: 6855956"><p>Gneh, the name kinda sucks, buuuut anyway.</p><p></p><p>I was thinking about how to make a world low-fantasy/low magic without limiting the starting options available to players. So I started digging around a bit on the interwebs and, after barely scratching the surface, I see this one idea, which is actually pretty obvious: to limit magic, simply limit your player's levels. </p><p></p><p>Let's put it this way: if magic is limited/your fantasy is low (gameplay-wise) spellcasters/people in general are low leveled. I mean, the Fellowship of the Ring itself is only probably 5-7th level, and they're the mightiest heroes the forces of good can muster in Middle Earth (which is pretty low fantasy compared to your average d&d world). This means your average spellcaster (considered fully proficient by the arcane society at large, and by absolutely no means an average person in any way) may cast 2nd level spells in a low fantasy world. 3rd, if they're gifted. An archmage may be someone who is able to cast a single 5th level spell uncovered from an ancient scroll found in a ruined tower long ago; and that is the only existing written specimen of that spell in the known world/region. </p><p></p><p>But why aren't there that many high level characters? By XP rules, you could just go around murdering 3,550,000 commoners (or cats, or whatever) and you'd be level 20 (<em>Just</em>, yeah, it's still mass murder on a tremendous scale, but there's no need to go around looking for Ogres and Trolls and Dragons to slay to get dem numbers up).</p><p></p><p>Alright, so: high level NPCs in game usually have an impressive backstory-conquering cities, founding religions, murdering dragons, etc. This got me thinking: what if there was a certain new threshold you had to cross when you wanted to go up a level? It makes sense: once you master a real life skill, you don't get better by repeating it over and over, you need to go and challenge yourself doing new things. Example, there are lots of boxers, but there's one Muhammad Ali and one Mike Tyson, and there's a reason everyone has heard of them: they did things no one else was able to do, and they did tings no one else thought could be done, period.</p><p></p><p>So what I'm proposing is a new way of making your PCs level up, based on personal achievements (or at least by not counting minor ones).</p><p>Each class (or PC, if you wanna be fiddly) has a standard which is let's say the norm for their equivalents. To level up, they need to perform a feat that goes over that. And then again next level, until they reach territory where no one has ever been before and keep going.</p><p></p><p>You want to get your Barbarian to level 3? No problem, kill some goblins or whatever. Level 5? At the very least I want you to solo an ogre. Level 10? I want you to break down a castle's main gate.</p><p>Tier 1 bard? Whatever, sing some songs or something. Tier 2? The whole city has to be talking about how you slept with the duke's daughter (and it has to be true) etc</p><p>Rogue? steal shinier and shinier things.</p><p>Ranger? Bigger heads on your mantelpiece.</p><p>Cleric? I'm keeping track of your conversions.</p><p></p><p>This approach would be very story-driven and story-driving: you need players with characters that <em>want</em> to go out and do things nobody has ever dreamed of doing, and you as DM need to make the story tied to events that can make your PCs level (or not, and see how they move through your story with just wits and a few class levels)</p><p></p><p>But you see what I'm saying right? I'm gonna think of a few examples of level-worthy achievements for each class and edit this while I see what you first impressions of the idea are.</p><p></p><p></p><p></p><p></p><p>Barbarian- mostly based around feats of strength or combat prowess. Tier 1- beat a number of weaker enemies (goblins, skeletons, zombies, etc) or a single stronger (less-weak; Goblin Boss, Ghast, etc) enemy on your own, or perform an act that would take the strength of three normal men (in a situation that also makes it useful). Tier 2-</p><p></p><p>Bard- uncover hidden knowledge or create works of art that resonate with numerous people. Tier 1- entertain a crowd of at least 20 people with your skills, interact successfully with a number of NPCs (deceive, seduce, persuade, intimidate, etc), help your more action oriented companions in their quests. Tier 2-</p><p></p><p>Cleric- hold steadfastly on to your beliefs, even when in doubt, spread your faith, follow the will of your god. Tier 1- make your god's power manifest to non-believers or believers who have lost their way, aid those of your faith, offer a significant sacrifice (something meaningful to you, expensive, useful on a mechanical or social level). Tier 2-</p><p></p><p>Druid- protect nature, exert your control over its unbridled force. Tier 1- stop a small community from destroying a portion of forest, stop a rampaging sylvan beast, tame a wild animal that threatens a small area. Tier 2-</p><p></p><p>Fighter- develop fighting technique and prove your worth against strong opponents, pass on your skills to others. Tier 1- defeat a number of weaker warriors or a single gifted one with a certain reputation locally. Tier 2-</p><p></p><p>Monk- reach higher levels of being through asceticism and meditation, hone your martial skills. Tier 1- resist temptations from the daily world, defeat worthy enemies. Tier 2-</p><p></p><p>Paladin- </p><p>Ranger</p><p>Rogue</p><p>Sorcerer</p><p>Warlock</p><p>Wizard</p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 7412035, member: 6855956"] Gneh, the name kinda sucks, buuuut anyway. I was thinking about how to make a world low-fantasy/low magic without limiting the starting options available to players. So I started digging around a bit on the interwebs and, after barely scratching the surface, I see this one idea, which is actually pretty obvious: to limit magic, simply limit your player's levels. Let's put it this way: if magic is limited/your fantasy is low (gameplay-wise) spellcasters/people in general are low leveled. I mean, the Fellowship of the Ring itself is only probably 5-7th level, and they're the mightiest heroes the forces of good can muster in Middle Earth (which is pretty low fantasy compared to your average d&d world). This means your average spellcaster (considered fully proficient by the arcane society at large, and by absolutely no means an average person in any way) may cast 2nd level spells in a low fantasy world. 3rd, if they're gifted. An archmage may be someone who is able to cast a single 5th level spell uncovered from an ancient scroll found in a ruined tower long ago; and that is the only existing written specimen of that spell in the known world/region. But why aren't there that many high level characters? By XP rules, you could just go around murdering 3,550,000 commoners (or cats, or whatever) and you'd be level 20 ([I]Just[/I], yeah, it's still mass murder on a tremendous scale, but there's no need to go around looking for Ogres and Trolls and Dragons to slay to get dem numbers up). Alright, so: high level NPCs in game usually have an impressive backstory-conquering cities, founding religions, murdering dragons, etc. This got me thinking: what if there was a certain new threshold you had to cross when you wanted to go up a level? It makes sense: once you master a real life skill, you don't get better by repeating it over and over, you need to go and challenge yourself doing new things. Example, there are lots of boxers, but there's one Muhammad Ali and one Mike Tyson, and there's a reason everyone has heard of them: they did things no one else was able to do, and they did tings no one else thought could be done, period. So what I'm proposing is a new way of making your PCs level up, based on personal achievements (or at least by not counting minor ones). Each class (or PC, if you wanna be fiddly) has a standard which is let's say the norm for their equivalents. To level up, they need to perform a feat that goes over that. And then again next level, until they reach territory where no one has ever been before and keep going. You want to get your Barbarian to level 3? No problem, kill some goblins or whatever. Level 5? At the very least I want you to solo an ogre. Level 10? I want you to break down a castle's main gate. Tier 1 bard? Whatever, sing some songs or something. Tier 2? The whole city has to be talking about how you slept with the duke's daughter (and it has to be true) etc Rogue? steal shinier and shinier things. Ranger? Bigger heads on your mantelpiece. Cleric? I'm keeping track of your conversions. This approach would be very story-driven and story-driving: you need players with characters that [I]want[/I] to go out and do things nobody has ever dreamed of doing, and you as DM need to make the story tied to events that can make your PCs level (or not, and see how they move through your story with just wits and a few class levels) But you see what I'm saying right? I'm gonna think of a few examples of level-worthy achievements for each class and edit this while I see what you first impressions of the idea are. Barbarian- mostly based around feats of strength or combat prowess. Tier 1- beat a number of weaker enemies (goblins, skeletons, zombies, etc) or a single stronger (less-weak; Goblin Boss, Ghast, etc) enemy on your own, or perform an act that would take the strength of three normal men (in a situation that also makes it useful). Tier 2- Bard- uncover hidden knowledge or create works of art that resonate with numerous people. Tier 1- entertain a crowd of at least 20 people with your skills, interact successfully with a number of NPCs (deceive, seduce, persuade, intimidate, etc), help your more action oriented companions in their quests. Tier 2- Cleric- hold steadfastly on to your beliefs, even when in doubt, spread your faith, follow the will of your god. Tier 1- make your god's power manifest to non-believers or believers who have lost their way, aid those of your faith, offer a significant sacrifice (something meaningful to you, expensive, useful on a mechanical or social level). Tier 2- Druid- protect nature, exert your control over its unbridled force. Tier 1- stop a small community from destroying a portion of forest, stop a rampaging sylvan beast, tame a wild animal that threatens a small area. Tier 2- Fighter- develop fighting technique and prove your worth against strong opponents, pass on your skills to others. Tier 1- defeat a number of weaker warriors or a single gifted one with a certain reputation locally. Tier 2- Monk- reach higher levels of being through asceticism and meditation, hone your martial skills. Tier 1- resist temptations from the daily world, defeat worthy enemies. Tier 2- Paladin- Ranger Rogue Sorcerer Warlock Wizard [/QUOTE]
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