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<blockquote data-quote="Rechan" data-source="post: 4738444" data-attributes="member: 54846"><p>More to the general thread asked by the OP:</p><p></p><p>Many, <em>many</em> games do not have Levels. In fact, I think D&D is one of the few games where you actually have Levels. </p><p></p><p>Most systems are based on a type of point-buy. You have X points to begin with, and you spend them. Then, XP translates into a new point, which you can now spend on things to advance. This advancement is a slow thing, and very focused - you could, for instance, put that point towards being better at one skill, or enhancing what you all ready can do, or gaining a new ability.</p><p></p><p>To break this into D&D terms, let's break a level down to what they provide. You have your non-class specific stuff: Attack bonus, Hit Points, Ability Score increases, and Feats. Then you have your class-specific benefits: Increased sneak attack damage, spells of either a higher level or more of a current level, etc. You would then assign each of these things a point value, and so advancement becoems 'I spend my point to get a new feat' 'I spend my point to increase my SA damage.' 'I want to learn a higher level spell, so I will spend my point.'</p><p></p><p>Because most systems are based on Point Buy (or a type of it), and those are very popular outside of D&D, I would say that 'Basically this level 1 D&D with just more magical items' is an awful, awful idea. But, to each their own.</p><p></p><p><strong>Of course this all assumes</strong> that you're playing the game to increase/get better, and not, for instance, playing it to just play a character/tell a story/enjoy the experience. After all, some people can enjoy a game where no one ever picks up a die.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4738444, member: 54846"] More to the general thread asked by the OP: Many, [I]many[/I] games do not have Levels. In fact, I think D&D is one of the few games where you actually have Levels. Most systems are based on a type of point-buy. You have X points to begin with, and you spend them. Then, XP translates into a new point, which you can now spend on things to advance. This advancement is a slow thing, and very focused - you could, for instance, put that point towards being better at one skill, or enhancing what you all ready can do, or gaining a new ability. To break this into D&D terms, let's break a level down to what they provide. You have your non-class specific stuff: Attack bonus, Hit Points, Ability Score increases, and Feats. Then you have your class-specific benefits: Increased sneak attack damage, spells of either a higher level or more of a current level, etc. You would then assign each of these things a point value, and so advancement becoems 'I spend my point to get a new feat' 'I spend my point to increase my SA damage.' 'I want to learn a higher level spell, so I will spend my point.' Because most systems are based on Point Buy (or a type of it), and those are very popular outside of D&D, I would say that 'Basically this level 1 D&D with just more magical items' is an awful, awful idea. But, to each their own. [b]Of course this all assumes[/b] that you're playing the game to increase/get better, and not, for instance, playing it to just play a character/tell a story/enjoy the experience. After all, some people can enjoy a game where no one ever picks up a die. [/QUOTE]
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