Leveling, how do you handle it

How do you handle leveling PC's?

  • They level whenever they like to in whatever they like to

    Votes: 47 40.5%
  • They can level but only in the same class they last leveled with

    Votes: 0 0.0%
  • They can level but aquire only bab and HP from it, the rest after having downtime

    Votes: 6 5.2%
  • They can only level when they have ingame downtime

    Votes: 30 25.9%
  • I calculate XP very precisely and this is thus never an issue for me

    Votes: 10 8.6%
  • Other, please specify

    Votes: 23 19.8%

  • Poll closed .
Varies greatly

For me varies greatly. Generaly I'll give XP in between sessions and allow my players to level if they reach the threshold. Sometimes though, if the situation does not realy allow I'll ask them to postpone leveling (like for instance if a session ends in the middle of an encounter, or there is stuff going on that is strictly time related)

Normaly it's no problem as I usualy get to finish a session on neutral ground (well so far I'm succeeding 3 out of 4 sessions)
 

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Similar to Gnarlo...

I award XP between games or at the beginning of the next session. If a PC levels, they get BAB, Hit Points and Save increases immediately. Also, they can add skill points to skills they already have, add spell slots to levels they can already cast, add to class abilities they already possess (going from barbarian rage 1x to 2x) and add feats that they already possess (like extra turning).

New feats, skills, new spell levels and new class abilities all have to be trained for through a short downtime (2-5 days of reflection, refinement, etc plus training costs of 100 silver per day - I use a silver standard IMC). I have used this system for years and years and it works well for me as a DM. It does lead to some Level x.5 PCs running around with training backlogs, but that doesn't seem to be too great of an issue.

I also ask that those that plan to multi-class into a new class let me know by the midpoint of the previous level, so we can build some RP reasoning into it.

~ Old One
 

i require training of the characters before they can level.

edit: and it is reflected upon how well they roleplayed. they gain a score of 1 to 4. the higher the number the more the cost.

level * score * 1500gp = how much it will cost in gp to train. this also = the number of weeks. they need a mentor.

they also can train themselves but this doubles the time and cost.
 
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I'll go with the group that gives xp out at the end of a session, and if they level up then we all sit down and do it right then. I agree that all of the abilities of the next level are already "trained" by all of the abilities of the last level, plus i just think its stinky having to wait for my new powers, so i wouldnt do that to a pc.
 

XPs awarded at the end of the adventure. PCs then level up (if they gain enough XP to do so) during this "downtime", then its off to the next addy or plot/storyline/whatever.
 

Freely, say I.

I assume that the characters have been training themselves (the fighter types working out a little bit each morning or evening, wizards working on new spell formulae a little bit at a time, etc) a bit here and there and just have a sudden "breakthrough."

Obviously, spellcasters can't start throwing those new spells around until they get a chance to prepare them, but they suddenly have an epiphany and figure out the spell formulae they've been working on, or new insight just kinda fills the sorcerers' minds, or the clerics learn some new ways to ask for more powers from their gods, etc. etc.

For multiclass characters, I just assume that the characters have been working on what they need to multiclass here and there. Prestige classes are a case-by-case scenario. If the class has some funky requirements (even rp ones, like "must be accepted into the Harpers") then the character would have to wait to add that class unless something has already been worked out RP-wise (which happens fairly often in my campaigns).
 

I used to try the "you only get part of your abilities until you train" idea, but that was unsatisfying to myself and the players.

Now, when they acquire the requisite XP, they can easily gain a level in a class they already have. One of two caveats is that Wizards don't get the "two new spells," but that's handled during downtime. The other is that they cannot gain a new class without finding a trainer. That way, those who want to multiclass, or who want to get a certain prestige class, must find someone who already has it, and acquire the basics from them. The rest they must learn by experience.

That way, I get the feel of training, but none of the slowdowns of saying, "OK, it's the bottom of the dungeon, but you must wait until you leave to gain a level." They can pick up a level in what they already have, OR they can wait to get out.
 

I give XP in real-time, and when one level, I play a little trumpet (taa-da tadatadada!) and say "you feel a surge of life and power!".

Well, actually, no.

I give XP at the end of sessions, usually being very stingy (I've totally discarded to CR system), and give more XP (usually enough for a level up) at the end of a "chapter" in the campaign. Characters thus only level up during ellipsed periods (like, while travelling or upon arriving in a city and resting a bit before going on).

I let them multiclass freely, provided it makes a modicum of sense. For example, a dwarf fighter wanted to get a level of ranger (because of all the trecks the party is doing, it come in handy to know a bit of tracking and survival and stuff), and I've allowed it since said dwarf has had to improvise rangerish jobs recently (following tracks, hiding stuff in a forest, retrieving it later, etc.).
 

I don't give XP.

I include points in mystoryplot and every time the players reach one of these points, they go up one level.
This may sound strange, but actually my players seem to enjoy it. Of course it may happen that there are several sessions without any advancement, but they can't tell - since noone knows "ah, i have to kill another 2 rhodin and then i will go up a level"...no, not that easy. On the other hand last time we played, they hit two of the plot-points in a row and jumped 2 levels at once. Basically this saves me time calculating xp (no time at all) and leaves the players motivated to try and understand the world around them to be able to identify "things-that-should-be-done". The other reason i have to not stick to xp too closely - i have players that killed the nemesis_to_be, a CR8-Demon with a party of 4 lvl1-characters. how _could_ i use CR and xp?? ;)

Dougal DeKree, lazy retired gnomish illusionist
 

Well the current DM does XP so that when we finish a fight we get the XP. Bonus XP we get once we do the thing that gives the bonus. When we get enough XP to level we do it then and there gaining all abilities, feats, and skills.
I really don't like this method as it distracts heavily from the story and I'm constantly having to write down and add up the XP we got. It also gives the game a very video game quality as everyone is constantly asking how much do we need to level.

When I DM I give out XP when the PCs are taking extended in game breaks. Like when they've finished a module. If they get enough XP to give them more than one level they get it all. No special training required.
 

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