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How/when Do You Level?
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<blockquote data-quote="iserith" data-source="post: 7890426" data-attributes="member: 97077"><p>I don't have much care about the "real world" when I'm designing how my game works. In my next campaign I want to raise up the trainer as the mentor from the heroes' journey as that fits with the theme of the game which is "zero to hero." I also want to create a trade-off between leveling up and other useful downtime activities. Further, spending gold to acquire XP with a trainer creates a trade-off between choosing to level up versus using your gold for other purposes (equipment, hirelings, strongholds, adding spells to your book, etc.). And all of this influences play in that the main currency in the game is wealth which the PCs are free to acquire however they wish. With no requirement to kill monsters or win at noncombat challenges or achieve story goals or quests, they can decide how they want to get the gold so they can level up. Doing it this way also reinforces the notion of going out into the dungeon/wilderness and then coming back to town which is a good play cycle for this setup in my view.</p><p></p><p>Now, almost all my other campaigns have immediate level up once the PC acquires the XP they need to level (which is gotten through combat and social interaction challenges). It takes two minutes to do during the session, particularly as players are encouraged to think about what they want for their next level prior to it happening. But I'm choosing downtime leveling paid for by gold for the reasons stated above for the next campaign. I don't recommend it for <em>every </em>campaign.</p></blockquote><p></p>
[QUOTE="iserith, post: 7890426, member: 97077"] I don't have much care about the "real world" when I'm designing how my game works. In my next campaign I want to raise up the trainer as the mentor from the heroes' journey as that fits with the theme of the game which is "zero to hero." I also want to create a trade-off between leveling up and other useful downtime activities. Further, spending gold to acquire XP with a trainer creates a trade-off between choosing to level up versus using your gold for other purposes (equipment, hirelings, strongholds, adding spells to your book, etc.). And all of this influences play in that the main currency in the game is wealth which the PCs are free to acquire however they wish. With no requirement to kill monsters or win at noncombat challenges or achieve story goals or quests, they can decide how they want to get the gold so they can level up. Doing it this way also reinforces the notion of going out into the dungeon/wilderness and then coming back to town which is a good play cycle for this setup in my view. Now, almost all my other campaigns have immediate level up once the PC acquires the XP they need to level (which is gotten through combat and social interaction challenges). It takes two minutes to do during the session, particularly as players are encouraged to think about what they want for their next level prior to it happening. But I'm choosing downtime leveling paid for by gold for the reasons stated above for the next campaign. I don't recommend it for [I]every [/I]campaign. [/QUOTE]
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