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General Tabletop Discussion
*TTRPGs General
d20 Experience-Advancement Models
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<blockquote data-quote="Yair" data-source="post: 1931634" data-attributes="member: 10913"><p>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.]</p><p>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.</p><p></p><p>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.</p><p>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: </p><p></p><p>What (other) models can explain the "overcome challenge, raise level" paradigm?</p></blockquote><p></p>
[QUOTE="Yair, post: 1931634, member: 10913"] 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? [/QUOTE]
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