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Experience points and leveling...
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<blockquote data-quote="Kae'Yoss" data-source="post: 706452" data-attributes="member: 4134"><p>Advancement is on the spot, as the whole level business is abstract (as has been pointed out), like your age. You don't need half a week to become 21, you're just it (or any other age). If your "new age" gives you some new possiblities (drinking alcohol, driving cars...) and responsibilities, you get them the moment you have "accumulated enough days to turn your new age". Therefore, no training or whatever. It is done right after the event that brought you the needed XP (though the concept of giving XP only at the end of the session, or after adventures, is great, too, since you can let the players roll their HD and make the level-up at home, between the sessions, without time spend at the gaming session).</p><p>Of course, new spell slots aren't available before the player has spent the necessary time in prayer/meditation/book learning (although he could prepare the new stuff in a fraction of the time right away, like a wizard that left spell slots free in the morning).</p><p></p><p>I personally don't like the Idea of the need of training (they spend a year in the wilderness and learn nothing, but after a week in the gyms they're much better than before. If it were like that, people would stay in the gyms and would leave the non-epic levels behind before they'd leave their adolescence). But I had bad experience with that, as former DM's let the players run along for several sessions without being able to level-up, because there was no one to train them. Or they lacked a mere 400 XP or something (in 2e!) to raise a level, but the DM wouldn't give out the quest XP beforehand, and the character had to go to a dangerous mission which they moved through with enough XP to levelup but unable to almost all the time.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 706452, member: 4134"] Advancement is on the spot, as the whole level business is abstract (as has been pointed out), like your age. You don't need half a week to become 21, you're just it (or any other age). If your "new age" gives you some new possiblities (drinking alcohol, driving cars...) and responsibilities, you get them the moment you have "accumulated enough days to turn your new age". Therefore, no training or whatever. It is done right after the event that brought you the needed XP (though the concept of giving XP only at the end of the session, or after adventures, is great, too, since you can let the players roll their HD and make the level-up at home, between the sessions, without time spend at the gaming session). Of course, new spell slots aren't available before the player has spent the necessary time in prayer/meditation/book learning (although he could prepare the new stuff in a fraction of the time right away, like a wizard that left spell slots free in the morning). I personally don't like the Idea of the need of training (they spend a year in the wilderness and learn nothing, but after a week in the gyms they're much better than before. If it were like that, people would stay in the gyms and would leave the non-epic levels behind before they'd leave their adolescence). But I had bad experience with that, as former DM's let the players run along for several sessions without being able to level-up, because there was no one to train them. Or they lacked a mere 400 XP or something (in 2e!) to raise a level, but the DM wouldn't give out the quest XP beforehand, and the character had to go to a dangerous mission which they moved through with enough XP to levelup but unable to almost all the time. [/QUOTE]
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