Yair
Community Supporter
I've been finding the D&D-like experience award system problematic; the PCs reaching level 20 in 20 (game-time) years just wrecks the believability of it all for me, ruining the versimilitude of the world. Want to be a great wizard? Don't study in the tower for years - go kill a few orcs! With spells, a sword, or you bare hands - it doesn't matter. [Yes, other ways exist to overcome the challenge; that's not the point.]
So I've been trying to come up with models that will explain why overcoming challenges makes you have more HP, skills, BAB, spellcasting, and so on.
The one model I was able to came up with is the "Divine Amnesia" model. The characters were immensly powerful beings (gods) that didn't remember their true nature. XP was used as a "memory" gauge, and as the campaign developed the characters remembered more and more of their true selves. The implementation was not perfect, but it worked well enough to convince me it's a good idea.
But that was only one campaign. I want to branch out, take over the world... erggg.... new campaigns. So I turn to the good people at ENWorld for aid:
What (other) models can explain the "overcome challenge, raise level" paradigm?
So I've been trying to come up with models that will explain why overcoming challenges makes you have more HP, skills, BAB, spellcasting, and so on.
The one model I was able to came up with is the "Divine Amnesia" model. The characters were immensly powerful beings (gods) that didn't remember their true nature. XP was used as a "memory" gauge, and as the campaign developed the characters remembered more and more of their true selves. The implementation was not perfect, but it worked well enough to convince me it's a good idea.
But that was only one campaign. I want to branch out, take over the world... erggg.... new campaigns. So I turn to the good people at ENWorld for aid:
What (other) models can explain the "overcome challenge, raise level" paradigm?


