Levels, what do they mean?

kaomera

Explorer
So when I first got into 1e AD&D I took my cues for what levels NPCs in my campaign should be from the listed level titles. So, for instance, your average land-owning Noble would be a level 9 Lord. Since he needed vassal landowners, they would be 7th or 8th levels (Champion and Superhero), as would some higher-level knights. Knights might actually be anything from 6th level (Myrmidon) up, but “Swashbuckler” (5th) didn't seem to fit for a landed knight. A Duke or something similar would be 10th level, which would make a King 10th, with a “High King” or “Overlord” being 11th or 12th level.

Likewise this extended to other classes of NPCs, and from there to the kind of things it was normal for different levels of PCs to be doing: 1st and 2nd level PCs mostly tried to (and often failed) not die, 3rd or 4th where local heroes, often questing for fame and gold by exterminating bothersome local monsters, 5th and 6th level characters would start becoming involved in local politics, and it seemed entirely reasonable for them to “knock over” a small city (not in the sense of actually conquering the place by main force, but a smart bunch could leverage their fame, power, and wealth to gain at least an equal footing with local Mayors, Sheriffs and such). Beyond 7th level I expected PCs to start taking on threats to the campaign world as a whole...

Now, I'm semi-convinced that you can just about double 1e levels to come up with a 3e equivalent. Now early on in 1e we tended to retire most characters well before they reached name level, and often only brought them back into play for one adventure at a time. Later on I ran some games than went straight from 1st to 11th or even 12th level, and these shared a lot of the goals as the 3e games I run: the players wanted well-developed characters with backgrounds that they had worked out in advance rather than just using what happened at the table as the character's only background, and we wanted to play the same party without having to kick players out. We sometimes started at 2nd or 3rd level, used 4d6 drop the lowest for Abilities, and we started bringing in replacement characters in for those lost in play. So, using this conversion I should now be running groups up to early Epic levels with no problems, right?

Well, somehow I can't actually think of anything much to do with higher-level 3e characters. Part of it is that I tend to rely on the players to come up with things to do, to give the campaign direction and to push the game along; and I don't end up getting that much. But I think that's really only part of the problem, and I'm afraid that by focusing on that part of the issue I've been skirting my own responsibilities as DM a bit. The last game I ran to higher levels stopped at 17th, which I don't think is all that bad. However, I also think I really should have dropped the game at about 13th. Beyond that point I don't think anyone at the table really had much idea what was going on, and I was often given to handing out “level-ups”, in part I think to cover when I really just didn't have anything for the PCs to do (ie: you guys go off and pick feats and do maths while I try and brainstorm something).

Now I should point out that I think I'm at my best as a DM when I'm improvising. I have a lot easier time pulling something out of my hat at a moment's notice than I do actually sticking to written material, especially when it's not my written material. I usually run the game with a few pages of scribbled notes (typically 75%+ being names, which I'm bad at and will just plain forget otherwise), and a pile of statblocks on index cards. I usually don't prepare dungeon maps, etc., because for me that just makes it harder to get it down on the battlemat (or nowadays dungeon tiles).

I've seen the posts regarding the four stages of D&D, but while that's nice for finding a “sweet spot” I don't think it helps me much. I'd much prefer to play between 5th and 7th levels (the same as in 1e, really), but when I DM I want to run something my players want to play. And they've repeatedly said they really want their characters to get “all the way to 20th”. However, while I want to provide the players with what they want in the game I need to be able to do it in a way that doesn't ruin my fun as DM. I suppose part of the problem is simply pacing, but at higher levels I really don't want every single adventure to be about saving the world (or if they are they should be some kind of multi-level-spanning super-adventure), but it also doesn't really seem right for the characters to just be doing the same old stuff they where doing at 3rd or 4th levels...

In the Eberron game I ran (the same game mentioned above) the PCs decided to buy a tavern at about 10th level or so, and at least some of them seemed to be playing their characters as perfectly content to just retire at that point, even while the players where asking for more adventure. And what exactly does a 10th-level party do with a tavern that's really all that interesting? I mean at maybe 5th or 6th levels I could see some interesting stuff, but it all seems very mundane for a party that can toss around 5th-level spells...

So I guess my question is in two parts: One, what do different levels mean to you, in your game; and two, what do you actually do with higher-level characters?
 

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I don't necessarily see levels as correlating strongly to formal political power. Being one bad dude certainly makes a character a force to reckoned with, but it's not necessarily an automatic ticket to some fancy title or high rank. In many cases, lower level non adventuring are a better choice to serve an institution, since they're more settled and less dangerous. You don't necessarily need the most powerful wizard in the land to serve as a magical advisor, and she's probably too busy amassing power, screwing around with other planes, and making impossible spells. Really high level groups probably count as their own kingdoms, in terms of threat level - they're outside conventional social standing.
 


Levels are an abstract meta-construct, a generic 'ranking' of sorts for player character power level. Or, in D&D 3x terms, it's the CR of PCs.
 

jdrakeh said:
Levels are an abstract meta-construct, a generic 'ranking' of sorts for player character power level. Or, in D&D 3x terms, it's the CR of PCs.
++

They have no bearing in the campaign world, other than "That dude's dangerous." Levels are an abstract representation of your ability to kick ass and chew gum.

A King, long on the throne and having fought in several wars, might be a 10th level Aristocrat or Fighter/Aristocrat, but if he died and his son ascended the throne, the son would still be King, even if he was only 1st level.

However, if you assume that Titles can only be earned, not awarded as a political favor or inherited, than the 1e conventions can be thought of as a Rule of Thumb that says: "On average, people who'd done enough to deserve being a Duke are this level. Ipso facto, if you aren't that level, you haven't done enough to deserve the title of Duke."
 

kaomera said:
So I guess my question is in two parts: One, what do different levels mean to you, in your game; and two, what do you actually do with higher-level characters?
1. Power level.
2. Usually leading powerful armies or organizations.
 

Irda Ranger said:
A King, long on the throne and having fought in several wars, might be a 10th level Aristocrat or Fighter/Aristocrat, but if he died and his son ascended the throne, the son would still be King, even if he was only 1st level....However, if you assume that Titles can only be earned, not awarded as a political favor or inherited, than the 1e conventions can be thought of as a Rule of Thumb that says: "On average, people who'd done enough to deserve being a Duke are this level. Ipso facto, if you aren't that level, you haven't done enough to deserve the title of Duke."
Or you could assume that in order to maintain their political power an individual would need the personal power to back it up cause if not a higher level threat would TAKE their position from them by force swiftly and inevitably.

As far as what Levels mean to me
*They're a meta-game concept that represents the power of a character's soul and their ability to do things.
*What do higher level character's do? Some of them end up leading groups of one sort of another, as warlords or chieftains, High Clerics, etc. Others don't these just keep looking for greater deeds to perform, however inevitably the greater their deeds the more will hear and groups will form around them whether they want it or not.
 

Level is in no way connected to political power.

In order to hold sway over a nation, you merely need to hold the allegiance of powerful men, not actually be powerful yourself. On many occasions, youths have been thrusted into rulership of entire nations, merely through accidents of birth and death. Kings aren't born 12th level.

So what do different levels mean?

A level is a conglomeration of training, acquired skills, blessings from various gods, and luck. Lots of luck.

Higher level characters do as they will. But it is to the DM they look for incidents to help motivate them. Players should by then realise that there are limits to their temporal power: They may be able to stop time, and take on small armies, but you can't make people like you. You can't change laws without getting involved in the legal process. Slaying Demons in hell is easy. Preventing riots without harming the taxpayers isn't. Crafting a piece of armour is easy, but Keeping a nation together... Realising that the ruler is an Evil bastard, but if you know the alternative is either anarchy, invasion from a neighbouring nation, or ruling yourself (which many beg you to do, they are all familiar with your exploits), which you are loathe to do, what do you do? If you do step up to the responsibility, how many Baraons can you incarcerate for insubordination and treachery, before you, too, become regarded as a tyrant? After your coup, what do you do about the two neighbouring states whose armies start to back up their claims to certain tacts of land/ports/mines? Do you trust the previous Generals/Dukes of the old regime? Do you negotiate? Can you afford to be away from the capital the length of time it'll take to deal with them? Who do you leave in charge?
 


HeavenShallBurn said:
Or you could assume that in order to maintain their political power an individual would need the personal power to back it up cause if not a higher level threat would TAKE their position from them by force swiftly and inevitably.

On the other hand, if positional/organizational power is so easily circumvented by personal might, then why is it desireable? With sufficient intrinsic power, having a bunch of peons bow down is basically irrelevant.
 

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