Ruin Explorer
Legend
I'm not sure I see how that relates to the players "planning for level-ups"...?I'm not imagining the GM saying that in the middle of a session or GM-sez. It's more the general uncertainty at the end of a session, which I have experienced even as both a player and GM, of "umm... I don't know. I guess we can say that y'all have leveled." As a player it can sometimes feel like, "But did I earn this or are we being up-leveled for the sake of planned future content or just because we asked the GM if we hit a milestone yet?" It's more about providing a bit more structure and benchmarks for PC leveling without having to make these sort of judgment calls as a GM. So the actual milestone is a bit more concrete: it's when the adventure/module is done.
I mean, what you're describing sounds like a DM who should definitely NOT be using DM-sez leveling, because he doesn't have any kind of clear idea on when the PCs should be leveling up. It's definitely not for everyone. I know DMs who like, I wouldn't want them to use it, they should stick to milestone for sure. But even then, with that kind of wishy-washy attitude you're writing about, I've seen them decide a milestone was passed when I really don't think it was, or, in one irritating case, not passed, when it definitely was, because he wanted us to level up later for some reason.
Yeah, this is what I initially thought, but I've seen digital stuff eliminate the problem. How? Because I or other DMs can just say at the end of a session "You leveled up! Hooray!" and then in-between sessions the players can actually level up their PC. In 5E it just doesn't matter at all, because there's no decisions to get paralyzed by, or so few that we'd be talking one player "paralyzed" for minutes like once in a multi-year campaign.I'll just note that, as two recent examples coming to mind, there are enough steps and decision-making in leveling in both 4e and PF2e that I'd rather not do it at the last minute.
Its not about power-gaming per se (though in the 3e days you could absolutely find that if you didn't plan down the road that you'd walked yourself into a feat chain corner) but decision-paralysis. If you've never had any players prone to it, you won't get it.
With 4E thankfully we had the DDI back then and just did out-of-session leveling, so that completely eliminated the issue. If we hadn't, I can see how you could get problems of decision-paralysis and but my experience is that only power-gamers really experience that strongly - I've seen a power-gamer agonize over what kind of kick to use in one game for over five minutes (not even a permanent decision, just like literally kicking an enemy), I wasn't DMing note. But also only power-gamers tend to plan their PCs. You'd have to badger the heck out of most of the non-power-gamers I've played with if you wanted them to plan.
I assume PF2 is like 4E in this, huge number of potential choices. I dunno if it has a digital toolset of course, guessing not. It's kind of random which games do - Savage Worlds does for example.