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Looking for the system with in-battle character progression
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<blockquote data-quote="hirou" data-source="post: 8247147" data-attributes="member: 6776023"><p><em>This is not even my final form. </em></p><p><em>True warriors only evolve in battle. </em></p><p><em>You must pass through near-death experience to become stronger. </em></p><p><em>Face your fears and overcome them.</em></p><p></p><p>You definitely know this trope - the hero is always an underdog, and have to take some beating from the bad guys until he finds some inner reserve of strength/discovers new technique/"gets up a level" and can dractically turns the tide of battle (at least until the villain does the same). However levelling in ttRPGs is usually delayed until the party is safely back in the tavern and the players are packing their stuff at the end of session. In some ways this makes sense, you need some time to train and discover new spells/learn to attack twice in one round/upgrade your knowledge of the animal psychology or whatever else you obtain at the next level-up. But seriously, common sense should not be the obligatory part of role-playing. </p><p></p><p>Are there any systems that has the "ding!" moment of levelling up during the heat of battle? Or maybe, more specifically, RPGs which somehow couple the process of gaining EXP not with <em>overcoming</em> the foe, but with <em>facing</em> the opponent above your current level of strength? I tried searching and found none. Even (unofficial) Dragon Ball RPG, which was my first assotiation, have a system for in-battle transformations, but it is separate from XP levelling. </p><p></p><p>From my own (rather limited, I fear) experience, the closest I can remember to this is, surprisingly, the crusader class from D&D 3.5e. Crusader has a number of combat manoeuvres ("hit really hard", "protect your ally from next attack", "sink the enemy into the ground" etc), which expands upon levelling up, but the moves that are available to you from turn to turn are selected randomly from your "deck of moves". Thus, I had a number of encounters in which I had to endure several rounds of beating, until finally unleashing my vengeance with the card (attack) perfectly suited for the situation. IIRC situations like these are not supposed to happen if you optimize your character build, but for me that lead to a nice feeling suitable for the character image.</p></blockquote><p></p>
[QUOTE="hirou, post: 8247147, member: 6776023"] [I]This is not even my final form. True warriors only evolve in battle. You must pass through near-death experience to become stronger. Face your fears and overcome them.[/I] You definitely know this trope - the hero is always an underdog, and have to take some beating from the bad guys until he finds some inner reserve of strength/discovers new technique/"gets up a level" and can dractically turns the tide of battle (at least until the villain does the same). However levelling in ttRPGs is usually delayed until the party is safely back in the tavern and the players are packing their stuff at the end of session. In some ways this makes sense, you need some time to train and discover new spells/learn to attack twice in one round/upgrade your knowledge of the animal psychology or whatever else you obtain at the next level-up. But seriously, common sense should not be the obligatory part of role-playing. Are there any systems that has the "ding!" moment of levelling up during the heat of battle? Or maybe, more specifically, RPGs which somehow couple the process of gaining EXP not with [I]overcoming[/I] the foe, but with [I]facing[/I] the opponent above your current level of strength? I tried searching and found none. Even (unofficial) Dragon Ball RPG, which was my first assotiation, have a system for in-battle transformations, but it is separate from XP levelling. From my own (rather limited, I fear) experience, the closest I can remember to this is, surprisingly, the crusader class from D&D 3.5e. Crusader has a number of combat manoeuvres ("hit really hard", "protect your ally from next attack", "sink the enemy into the ground" etc), which expands upon levelling up, but the moves that are available to you from turn to turn are selected randomly from your "deck of moves". Thus, I had a number of encounters in which I had to endure several rounds of beating, until finally unleashing my vengeance with the card (attack) perfectly suited for the situation. IIRC situations like these are not supposed to happen if you optimize your character build, but for me that lead to a nice feeling suitable for the character image. [/QUOTE]
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