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Story Hour
seasong's Light Against The Dark (FEB 06)
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<blockquote data-quote="seasong" data-source="post: 485461" data-attributes="member: 5137"><p><span style="color: orange"><strong>Experience Levels</strong></span></p><p></p><p>Theralis uses harsh aging rules, and some pretty decent advancement rules. The combination, plus the local culture, results in the following rules of thumb.</p><p></p><p>Level 0: All children <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Level 1: 15 years old, this is the default starting point. Characters spend their first year in the Theralis military, as part of becoming an adult. A <em>typical</em> year in the Theralis military is worth 1,000 XP, giving the character a level with combat training, a bit of toughening up, and some free time to pursue their own interests.</p><p></p><p>Level 2: A young adult, typically 16-17. Typical years are worth about 800-1200 XP due to the challenges of getting started in life. By age 18, most people are reaching 3rd level.</p><p></p><p>Level 3: A mature person, typically 18-22. Typical years are worth about 500-700 XP (CR 2). A large fraction of the population is 3rd level.</p><p></p><p>Level 4: Middle age, typically 23-29. Typical years are worth 500-700 XP. The largest minority of the population. Level 4 is the typical "full professional".</p><p></p><p>Level 5: Slightly older, typically 30-39. Some people die of <em>natural</em> causes at this point. A reasonable fraction of the population is 5th level; this is the "master of the trade" level.</p><p></p><p>Level 6: The elderly, typically 40-52. Few live past this point. A small portion of the population is 6th level. Generally, 6th level is sufficient for local reknown (throughout all of the divisions of a particular valley, for example).</p><p></p><p>Level 7: The very elderly, 53+. Generally, 7th level is the point where an individual can be known throughout the Theralis valleys on the basis of ability.</p><p></p><p>These rules of thumb apply to those who live <em>ordinary</em> lives. A decent percentage of the population live extraordinary lives, and a small percentage of those survive. Adventurers typically advance about one level per year or two, and you can often find "ordinary" adults who adventured for a year or two and are thus a level or more higher than the rules of thumb indicate.</p><p></p><p>Levels 8-9 are sufficient to be very well known throughout the valleys, with some spillover into other nearby nations. At level 9, you can claim to be a "name" in Theralis.</p><p></p><p>By 10th level, an individual is near legendary. Above 10th level is the stuff of legends - fighters that can wade through a company of lesser soldiers, spell casters who can level armies, etc.</p></blockquote><p></p>
[QUOTE="seasong, post: 485461, member: 5137"] [color=orange][b]Experience Levels[/b][/color] Theralis uses harsh aging rules, and some pretty decent advancement rules. The combination, plus the local culture, results in the following rules of thumb. Level 0: All children :). Level 1: 15 years old, this is the default starting point. Characters spend their first year in the Theralis military, as part of becoming an adult. A [i]typical[/i] year in the Theralis military is worth 1,000 XP, giving the character a level with combat training, a bit of toughening up, and some free time to pursue their own interests. Level 2: A young adult, typically 16-17. Typical years are worth about 800-1200 XP due to the challenges of getting started in life. By age 18, most people are reaching 3rd level. Level 3: A mature person, typically 18-22. Typical years are worth about 500-700 XP (CR 2). A large fraction of the population is 3rd level. Level 4: Middle age, typically 23-29. Typical years are worth 500-700 XP. The largest minority of the population. Level 4 is the typical "full professional". Level 5: Slightly older, typically 30-39. Some people die of [i]natural[/i] causes at this point. A reasonable fraction of the population is 5th level; this is the "master of the trade" level. Level 6: The elderly, typically 40-52. Few live past this point. A small portion of the population is 6th level. Generally, 6th level is sufficient for local reknown (throughout all of the divisions of a particular valley, for example). Level 7: The very elderly, 53+. Generally, 7th level is the point where an individual can be known throughout the Theralis valleys on the basis of ability. These rules of thumb apply to those who live [i]ordinary[/i] lives. A decent percentage of the population live extraordinary lives, and a small percentage of those survive. Adventurers typically advance about one level per year or two, and you can often find "ordinary" adults who adventured for a year or two and are thus a level or more higher than the rules of thumb indicate. Levels 8-9 are sufficient to be very well known throughout the valleys, with some spillover into other nearby nations. At level 9, you can claim to be a "name" in Theralis. By 10th level, an individual is near legendary. Above 10th level is the stuff of legends - fighters that can wade through a company of lesser soldiers, spell casters who can level armies, etc. [/QUOTE]
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