Just the other day, I put my finger on just what exactly has been bothering me all this time about d20 based games. It's the concept of levels vs. the practice of levels.
I'll admit, levels are useful. They allow players to quickly determine the overall ability development (ie. "power level") of characters, which saves lots of time for the GM. In fact, they work really well for this... when the game is static.
However, as we all know, a game is not static. Things are always changing, especially characters. They gain experience through their actions (captain obvious to the rescue!) and they improve their abilities.
It is this point that I'm stuck on. Ability improvement only happens when a character gains a level. They get a batch of new abilities, all at once. One minute they have X abilities, the next minute they have X+4 abilities. It's a sort of disconnect for me, and for my group, one that we've found leads to a lot of metagaming about "levelling-up."
We've also noticed that we don't metagame the ability gain issue when we play games that do not use levels (eg. Shadowrun, HERO, etc...)
So (after all that blathering preamble) here's what I've come up with. It's nothing spectacular or earth shattering, and I garauntee someone has done this before, but I haven't seen it and think that others may find it useful.
The disadvantage this has, of course, is that it reduces the effectiveness of levels as indicators of absolute character development. Might throw the CR/EL thing out of whack as well, but that systems wacky enough to begin with.
Whatever whatever. As I said above, nothing spectacular, but it's here if you want it. I like a lot, but haven't actually used it in play. I'm just curious about what anyone else thinks of this.
I'll admit, levels are useful. They allow players to quickly determine the overall ability development (ie. "power level") of characters, which saves lots of time for the GM. In fact, they work really well for this... when the game is static.
However, as we all know, a game is not static. Things are always changing, especially characters. They gain experience through their actions (captain obvious to the rescue!) and they improve their abilities.
It is this point that I'm stuck on. Ability improvement only happens when a character gains a level. They get a batch of new abilities, all at once. One minute they have X abilities, the next minute they have X+4 abilities. It's a sort of disconnect for me, and for my group, one that we've found leads to a lot of metagaming about "levelling-up."
We've also noticed that we don't metagame the ability gain issue when we play games that do not use levels (eg. Shadowrun, HERO, etc...)
So (after all that blathering preamble) here's what I've come up with. It's nothing spectacular or earth shattering, and I garauntee someone has done this before, but I haven't seen it and think that others may find it useful.
Voila! Simulated free-form character development in a class/level based game.1. Players determine which class their PC is gaining their next level in.
2. Then they count up how many "abilities" the next level in their chosen class will bring (eg. Attack Bonus, Save Bonuses (all saves treated as one ability), Feat, Bonus Feat = 4 new abilities)
3. Divide the amount of experience it takes to gain the next level by the number of abilities (eg. 3000 exp/4 abilities = 750 exp/ability)
4. So, every 750 exps that the PC earns, the player chooses one of the abilitites determined in Step 2.
The disadvantage this has, of course, is that it reduces the effectiveness of levels as indicators of absolute character development. Might throw the CR/EL thing out of whack as well, but that systems wacky enough to begin with.
Whatever whatever. As I said above, nothing spectacular, but it's here if you want it. I like a lot, but haven't actually used it in play. I'm just curious about what anyone else thinks of this.