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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 .
Dark Jezter said:
XP is assigned at the end of each session. If a PC gains a level, then they can immediately begin using that new level (and all the features that go with it) the next session. If they want to take a level in a new class, I usually don't mind as long as they explain it, and I'm not picky over their explaination. It might go something like this...

PC: Now that I have enough expirience to level up, I'll give my fighter a level in rogue.
Me: Okay. How did your character learn rogue skills?
PC: Um... let's just say that he observed the party's rogue at work, and recieved a little training from him when we weren't in the middle of a quest.
Me: Alrighty. Fine by me.

Basically my same approach.
 

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I'm not sure I selected the proper response. I give the XP's at the end of the session, and if they level then, wherever they are, better for them. I usually try to end a session somewhere safe. If I decided to end a session just before the BBEG fight, I'd probably wait before giving them their XP.

In another game I play in the DM makes us train each odd level, but the problem is sometimes we are faraway from civilisation, and thus cannot train, so, for example, my 4th-level character had enough XP for 6th, but was still stuck at 4th because he didn't have the time to train.

AR
 

I took the first option, but I have a twist. They need to have a certain ammount of training to go up a level. They can go up a level without training, but if they go up two levels without training, they start to accrue an experience penalty. They also accrue an experience penalty if they go up a level that no one in the group has. Finally, they cannot gain the first level in a class that no one in the group has without training.
 

I usually award xp each session. Pcs can level when they have the xp and a chance to rest- the in-game downtime thing with only a night's downtime required.
 

The PCs get experience at the end of an adventure, then they gain a level. This means that they can level in the middle of a dungeon or whatever. This works well from an ingame logical POV for every class except wizard, maybe. A wizard wont get the two bonus spells until he/she gets some downtime. This hasnt been a problem so far (most of my adventures are without magic, though, it might be because of that ;) )

PCs also gets experience from downtime. In that case, leveling is even easier to rationalize.
 

I, like others, only hand out XP at the end of the each session or adventure. There is a "Base XP" that everyone gets, then specific XP (highly variable) for various individual accomplishments; finally there is Voted XP, where each of the players is allowed to award XP to another player on the basis of something they thought was important, distinctive, and the like.

This effectively means that no one ever levels up in the middle of an adventure and we always put "downtime" between adventures. We have restrictions on available classes and PrCs, but the players have really solid grasps on their characters, so I tend to know what they will take levels in before they do ... although Feat choices sometimes throw me ;)

(I also have one players who looks at the treasure he has gotten in the adventure, calculates it's cash equivalent, and then automatically deducts 25% to blow on booze, parties, and other such ephemera -- I once game him extra XP just for cutting a good style in town!)
 

I selected other, as the choices presented don't really seem to reflect my campaign.

I give out XPs at the end of every session, those characters who have enough XPs level. They get to roll for hps at either the end of the current session or at the beginning of the next. Then they select their next class level, and bab and saves automatically progress. Skills and feats require some training. For skill, thy need to train for skills they don't have, but can pick up ranks for skills they already have. Feats mostly have to be trained, but some stuff like Skill Focus, Weapon Focus don't have to be trained.
 

I calculate experience during the session as the players acquire it.
If the PC's gain enough to experience to gain a level then they have to wait until the end of an in-game day or another natural lull that has the characters waiting about for whatever reason.

No training is required as I consider the training to be whatever they've done over the last level, for multiclassing I assume that the characters have been training themselves and working on their abilities a little bit every morning/night.

Prestige Classes are handled in a similar manner, unless it has some form of RP'ing requirements, in which case they gain the +1 BAB/extra spell level immediately but must wait until those RP'ing requirements are fulfilled to utilize any PrC specific abilities or officially join an organization if any.
99% of the time the players have decided in advance they wish to take the PrC so the RP requirements will have already been fulfilled and they can take advantage of all their new abilities immediately.

Obviously, spellcasters can't start throwing around new spells etc until they've had the chance to pray/memorize or otherwise prepare them.


I've never seen reason to force they players to wait until the end of the session/adventure to level up.
I never let anyone level up during any form of action/even though, but waiting until the end of an in-game day or other logical in-game lull is fine for me.
 

I selected "Other".

I give out an XP award note at the end of each adventure when I feel like it has been concluded - usually when the party is somewhere safe or at the least resting.

An "adventure" can be anything from two to eight or more sessions. In nearly 3 years of playing I have awarded XP 10 times.

The XP Award Note lists what skills are available to the character to gain or improve without training (a list I make based on what they did during the adventure) and what feats can be immediately gained (if any) again based on the events of adventure without training. This encourages a PC that wants to gain "Improved Trip" (for example) to try tripping a lot during the adventure.

Of course, PCs can gain skills or feats not listed, but that means that in-game they have to find and pay for someone to train them for those skills/feats.

In the case of spell levels, everyone immediately gains their slots, but new spell levels are only gained after training - self-training is only possible in the case of wizards if you have an example of a spell of the level you are about to gain to work from. Self-training can take 3 times as long as having someone train you. Divine spell-training usually takes the form of a prayer or fast or some other theological/mystical non-adventuring task.

In the case of multi-classing, it has to make sense in terms of the events of the campaign and the intention to multi-class must be announced one level before hand (Thus, if you are a fighter that plans to gain a level of rogue at 5th level, you must announce it upon gaining 4th level). However, even once annouced the character still choose to advance in their original class if he changes his mind. For those who already have more than one class they can switc hback and forth as they see fit - but generally if I think someone has not been using and practicing the skills and abilities of class during the previosu adventure I will ask for some explanation.

Also, wizards do not gain 2 spells per level - but one spell every two levels and it must be announced ahead of time (as they are assumed to be working towards it) and must be of a school of magic they already know spells of for that level.

Clear?
 

I must say the idea of giving levels after the conclusion of every adventure does sound appealling. I'll just ask for a vote from my player's to see what idea seems fairest and funnest. Thanks for the input people ;)
 

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