<<DMs Only>> How do you let your players level up?

I give xp at the end of an adventure (usually 2 sessions per adventure). Also I hand out xp at "rest points" (for example the group stays at the barons keep for a few days to reflect, practice etc.) I do this if the adventure is taking longer than 2 sessions. I usually include enough encounters so that the players level up once per adventure. I think (at least this was the case in 3.0) that players can't skip a level (meaning that they get so much xp they go from 8th to 10th level and skip 9th for example). However this is more of a house thing. What I really can't stand (this is just me) is when there is no tracking of xp and the DM says every now and then "okay ummm.... make yourselves 12th level now". I have played with these types and it irritates me to no end (actually I had a lot of issues with this guy but I won't rant) :D .
 

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Count Arioch the 28t said:
You do realize that DC 30 isn't too hard to beat past level 10 or so, right?

Let's use your example. We've got a level 10 adventurer with maximum skill points in a skill so he has a rank of 13. We'll say he has an 18 in the corresponding stat too so that bumps his total roll up to 17. He can fail if he rolls a 12 or less on a 20 sided dice. That is still a better than 50% (60% to be precise) chance of failure for DC 30. He'd have to be level 12 before the percentage breaks even. If he doesn't have an 18 attribute it'll take more than that.

At the high end of the spectrum we've got a 20th level character can have 23 skill ranks. Provided he has a stat of 18 in whatever attribute the skill is in he'll have a 27 bonus to his roll. He can fail if he rolls a 1 or a 2 but then again by that point if he has that many skill points he is pretty much the undisputed expert in the field for the campaign setting and has nobody better that can train him. Failing it is improbable but not impossible. It reflects perfectly how difficult it is to progress when there is nobody better.

Do the math next time before you critique the system. :)

Also, let me clarify... this is only for leveling up while the party is in the middle of the adventure. If they are in town and have time for training then they can spend the points as they see fit.
 
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Your system is far too complicated for my taste. I don't know whether I would leave a group just because of this (not, if everything else is okay), but I wouldn't like this rule, that's for sure.

When I DM, we do it similar to what Henry wrote. IMO it isn't worth it making it too complicated and "realistic".
 

morbiczer said:
Your system is far too complicated for my taste. I don't know whether I would leave a group just because of this (not, if everything else is okay), but I wouldn't like this rule, that's for sure.

When I DM, we do it similar to what Henry wrote. IMO it isn't worth it making it too complicated and "realistic".

How is it complicated to put a mark next to skills that you are successful at using and then rolling against DC 30 when you level up?
 

I've played in a few systems that use something similar to the "roll for the skills you used, and if you fail they can go up." I even played in a system with no such things as skill points. If you failed a "check" in a skill you used, it -automatically- went up (by 1d4. System used percentile for skills).

Other then the obvious, my problem with that system is that players will go out of their way to figure out a way to use their skills, even if it makes little sense.

DM: "Ok guys, so you camp."
Player one: *Oh crap. I'm gonna level soon, and I haven't use climb yet!* "Err ok. Lukas will climb that tree. He want to sleep elevated tonight."
 

Calico_Jack73 said:
...do you just let your players instantly level up...


i don't let them anything. i'm not playing simon says. so they don't have to ask me for permission. their characters earn experience. and they follow the rules as written for the campaign. when the players achieve the necessary metagame check marks for following all the rules...their character gains a level.

in the campaign i referee...this requires overcoming obstacles; possibly slaying monsters & taking their stuff; gaining knowledge; gaining life experiences; time to reflect on the experiences and knowledge; and training to impliment changes.
 

diaglo said:
i don't let them anything. i'm not playing simon says. so they don't have to ask me for permission. their characters earn experience. and they follow the rules as written for the campaign. when the players achieve the necessary metagame check marks for following all the rules...their character gains a level.

in the campaign i referee...this requires overcoming obstacles; possibly slaying monsters & taking their stuff; gaining knowledge; gaining life experiences; time to reflect on the experiences and knowledge; and training to impliment changes.

Out of curiosity, how do you justify someone buying points in a Knowledge or Profession where they have no skill points before. For example, say your party knows they are going to be having to travel by ship soon but enroute to the port city they gain enough experience to level up and one of your players puts several points into Profession: Sailor. They have never been on a boat, sailed on a boat, or anything like that but do you still let them put points in it? :confused:
 

Calico_Jack73 said:
Out of curiosity, how do you justify someone buying points in a Knowledge or Profession where they have no skill points before. For example, say your party knows they are going to be having to travel by ship soon but enroute to the port city they gain enough experience to level up and one of your players puts several points into Profession: Sailor. They have never been on a boat, sailed on a boat, or anything like that but do you still let them put points in it? :confused:


they won't level up until they have time to reflect on their knowledge and life experiences plus train. ;)

so...in that case they won't have any points in Profession (Sailor) until they spend adequate time training as a sailor and doing the right things.



edit: you should probably know this....i referee....OD&D(1974) the only true game. All the other editions are just poor imitations of the real thing. :D

so Profession (Sailor) is going to take a very long time for the PC to learn
 
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All three GMs in my group use a pretty loose system, which requires a day or two of rest and some attempts at training (Wiz/Soc need to check out their spells and talk "business" with other spellcasters, Monks and Clerics meditate or pray and gain some new insight, Fighters, rogues, etc practice their craft, etc, etc)

I have recently decided that in future campaigns I will keep an eye- or an ear out for what skills the characters use and or practice then tell them where their skill points are going (recent skill raising has made no sense for a number of characters and its getting on my nerves).

Some interesting methods being used, would like to see more of what everyone uses/does.
 

Calico_Jack73 said:
Out of curiosity, how do you justify someone buying points in a Knowledge or Profession where they have no skill points before. For example, say your party knows they are going to be having to travel by ship soon but enroute to the port city they gain enough experience to level up and one of your players puts several points into Profession: Sailor. They have never been on a boat, sailed on a boat, or anything like that but do you still let them put points in it? :confused:

I wouldn't have a problem with it, assuming the player was fairly reasonable. It'd be like preemptively buying the skill. With some exposure to the skill, it becomes clear to all involved that the character is a natural who learns quickly with even limited exposure. Perhaps the sea is in his blood, or he's able to draw connections to his other abilities - use rope or wilderness lore for knots, perhaps archery for piloting, etc.
 

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