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Class-Based Milestone Advancement (or a new look on leveling up with XP)
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<blockquote data-quote="wellerpond" data-source="post: 7412997" data-attributes="member: 6784012"><p>I do something similar without the crunch. Using the milestone method, when it’s time to level up, the players need to “earn” it. </p><p></p><p>For example, they try something that would normally be way out of reach, like a crazy ricochet arrow shot, and I give them a non 100% chance they will make it via a series of DCs. </p><p></p><p>A fail means the new skills aren’t yet achievable but they can sense something new within reach. A success means their effort paid off and they level up. </p><p></p><p>It leads to some incredible storytelling because they can play anywhere on the spectrum of abject failure to unqualified success!</p></blockquote><p></p>
[QUOTE="wellerpond, post: 7412997, member: 6784012"] I do something similar without the crunch. Using the milestone method, when it’s time to level up, the players need to “earn” it. For example, they try something that would normally be way out of reach, like a crazy ricochet arrow shot, and I give them a non 100% chance they will make it via a series of DCs. A fail means the new skills aren’t yet achievable but they can sense something new within reach. A success means their effort paid off and they level up. It leads to some incredible storytelling because they can play anywhere on the spectrum of abject failure to unqualified success! [/QUOTE]
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Class-Based Milestone Advancement (or a new look on leveling up with XP)
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