At the moment this is just a concept which I need some feedback on before I move forward with it.
The basic idea is to give a finer division between power increases by inserting sub-levels within existing levels and basing them off of divisions within the existing XP table.
For example, if you create two increments within each level and started a character at 1st-level, the character would get one at 500xp and the second (resulting in a full level) at 1,000xp.
Without having looked over how such a system would be implemented, I was hoping for feedback on all the obstacles to such a system or if it is even viable. At first glance, hit points are the obvious choice to divide between levels but I was thinking that there are numerous levels where the character either gets very little or gets several things at once. These could instead be parceled out in a more even spread.
Ideally this would fit within the existing infrastructure without tinkering with advancement beyond the concept, but I'm thinking that it might require fundamentally altering the advancement system. By that I mean taking levels that give multiple advancements and repositioning them between levels that give few advancements.
The sentiment behind this is to simply create a smoother advancement system that doesn't jolt characters forward by leaps and bounds. It can also be used for a slower advancement rate. If you, for instance, cut the XP gain of the group in half, players would still have a sense of advancement and fulfillment if they're getting something at every half-level.
What are your thoughts?
The basic idea is to give a finer division between power increases by inserting sub-levels within existing levels and basing them off of divisions within the existing XP table.
For example, if you create two increments within each level and started a character at 1st-level, the character would get one at 500xp and the second (resulting in a full level) at 1,000xp.
Without having looked over how such a system would be implemented, I was hoping for feedback on all the obstacles to such a system or if it is even viable. At first glance, hit points are the obvious choice to divide between levels but I was thinking that there are numerous levels where the character either gets very little or gets several things at once. These could instead be parceled out in a more even spread.
Ideally this would fit within the existing infrastructure without tinkering with advancement beyond the concept, but I'm thinking that it might require fundamentally altering the advancement system. By that I mean taking levels that give multiple advancements and repositioning them between levels that give few advancements.
The sentiment behind this is to simply create a smoother advancement system that doesn't jolt characters forward by leaps and bounds. It can also be used for a slower advancement rate. If you, for instance, cut the XP gain of the group in half, players would still have a sense of advancement and fulfillment if they're getting something at every half-level.
What are your thoughts?