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Leveling up PCs; How do you handle it?
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<blockquote data-quote="howandwhy99" data-source="post: 5366227" data-attributes="member: 3192"><p>I award XP by class for the accomplishments achieved in game. It's logarithmically based, by level and the type of accomplishment for each class. Combat is one type, but raising an army for fighters, spellcasting for magic-users, conversion for clerics, and thieving for thieves are just a few of the others. </p><p></p><p>The world is divided up into levels as well with level 1 areas where the PCs start at zero XP and level 10 areas those hardest to reach. The difficulty is determined by complexity rather than target numbers for dice rolls. Think of it like this: a 4 square per side Rubik's cube is less complex than the standard 9 square variety. More complex varieties generally include the underlying patterns found in the simpler ones, but add more.</p><p></p><p>Each level of the world is an averaged variable complexity with the highest levels being the most difficult, like a game of Chess rather than Tic-Tac-Toe. As the complexity increases from levels 1 to 10 the awards increase as well. Not just XP, but resources available for gain within that region. You know, treasure. ...which is pretty much everything. Heck, even the region itself is treasure.</p><p></p><p>The scope of the world covers all the classes in the game and only those, but each player only focuses on the scope of their class for XP progression. XP progression equals class progression for me. So, if the whole world is a circle, a smaller concentric circle encompasses the portion available for fighters to advance, another for M-U's, and so on. There is some overlap between all the classes, like a Venn diagram, so there are no outlying Shadowrun Decker-like classes, but each has their niche as well.</p><p></p><p>As to variable XP tables for classes, it's the size in scope of XP opportunities that determine the ratio. M-U's need 2500 points for 2nd level and Thieves 1250. Thieves' opportunities are only 1/2 what M-U's have available to them, but thieves are not as broad a class either. M-U's deal with all of material reality as magical. Fighters focus on combat, fortifications and the like. Clerics focus on alignment and things like NPC beliefs and knowledge maps. Thieves really only focus on theft, sneaking, backstabbing, running thieves' guilds, etc. </p><p></p><p>In terms of quantifiable power in the game from XP, class level, and other resources, it's pretty much always in flux. Every PC is at a different amount from the first roll of the PC generation die roll. It's not like every player always has the same number of cards or something. It's a cooperative game, so players can pool their resources/treasure in one PC player's hands, if that is what it takes to accomplish an objective. Treasure distribution is one of the common negotiations between players in the game. This even includes information resources, such as "when do I pass notes to the DM" and "when do I tell the players what I learned?"</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5366227, member: 3192"] I award XP by class for the accomplishments achieved in game. It's logarithmically based, by level and the type of accomplishment for each class. Combat is one type, but raising an army for fighters, spellcasting for magic-users, conversion for clerics, and thieving for thieves are just a few of the others. The world is divided up into levels as well with level 1 areas where the PCs start at zero XP and level 10 areas those hardest to reach. The difficulty is determined by complexity rather than target numbers for dice rolls. Think of it like this: a 4 square per side Rubik's cube is less complex than the standard 9 square variety. More complex varieties generally include the underlying patterns found in the simpler ones, but add more. Each level of the world is an averaged variable complexity with the highest levels being the most difficult, like a game of Chess rather than Tic-Tac-Toe. As the complexity increases from levels 1 to 10 the awards increase as well. Not just XP, but resources available for gain within that region. You know, treasure. ...which is pretty much everything. Heck, even the region itself is treasure. The scope of the world covers all the classes in the game and only those, but each player only focuses on the scope of their class for XP progression. XP progression equals class progression for me. So, if the whole world is a circle, a smaller concentric circle encompasses the portion available for fighters to advance, another for M-U's, and so on. There is some overlap between all the classes, like a Venn diagram, so there are no outlying Shadowrun Decker-like classes, but each has their niche as well. As to variable XP tables for classes, it's the size in scope of XP opportunities that determine the ratio. M-U's need 2500 points for 2nd level and Thieves 1250. Thieves' opportunities are only 1/2 what M-U's have available to them, but thieves are not as broad a class either. M-U's deal with all of material reality as magical. Fighters focus on combat, fortifications and the like. Clerics focus on alignment and things like NPC beliefs and knowledge maps. Thieves really only focus on theft, sneaking, backstabbing, running thieves' guilds, etc. In terms of quantifiable power in the game from XP, class level, and other resources, it's pretty much always in flux. Every PC is at a different amount from the first roll of the PC generation die roll. It's not like every player always has the same number of cards or something. It's a cooperative game, so players can pool their resources/treasure in one PC player's hands, if that is what it takes to accomplish an objective. Treasure distribution is one of the common negotiations between players in the game. This even includes information resources, such as "when do I pass notes to the DM" and "when do I tell the players what I learned?" [/QUOTE]
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