Chaosmancer
Legend
I can't say I know exactly how to pull it off with as little mechanical disruption as possible, but one thing I did like in 4e was that players added 1/2 their level to everything they did.
Sure, it led to bloat and massive numbers that were nearly meaningless, but it also gave a feel that a scrub just starting out was constantly going to be worse than the guy who had been adventuring for thirty years, and that guy picked up all kinds of tricks and was inured to simple magical effects.
A level 20 character was simply mathematically superior to a 2nd leve character, without taking into account any other factor than level bonus.
But, the biggest thing it led to that I hated was leveled challenges. Every door in a dungeon meant for level 20 characters had to be bound in adamantium and bolted into the floor , because it had to have a minimum difficulty if it was to be a challenge for the characters to open it.
So now, we are less concered with level, and more concerned with limited ability scores. That means that a 20 strength is always strong, whether you are level 2 or 20, and therefore doors are always consistently made. A stone door is always just as hard to breakdown and gives the players a real sense of progression and solidity in the world. The only glaring problem with it is expertise, which even by mid-levels makes me want to tear my hair out in frustration. ("I want to sneak by the guards, I have a +13 and use magical secrets for pass without trace for another +10, crap, I rolled a 3, I only have a result of 26." "The guards only have a +3, their best result is a 23, they can't possibly see you. Do whatever you like." [I had an all dex party with Pass without Trace at-will in a staff I rolled for them randomly. I stopped having them make stealth checks. The lowest was always above a twenty])
Sure, it led to bloat and massive numbers that were nearly meaningless, but it also gave a feel that a scrub just starting out was constantly going to be worse than the guy who had been adventuring for thirty years, and that guy picked up all kinds of tricks and was inured to simple magical effects.
A level 20 character was simply mathematically superior to a 2nd leve character, without taking into account any other factor than level bonus.
But, the biggest thing it led to that I hated was leveled challenges. Every door in a dungeon meant for level 20 characters had to be bound in adamantium and bolted into the floor , because it had to have a minimum difficulty if it was to be a challenge for the characters to open it.
So now, we are less concered with level, and more concerned with limited ability scores. That means that a 20 strength is always strong, whether you are level 2 or 20, and therefore doors are always consistently made. A stone door is always just as hard to breakdown and gives the players a real sense of progression and solidity in the world. The only glaring problem with it is expertise, which even by mid-levels makes me want to tear my hair out in frustration. ("I want to sneak by the guards, I have a +13 and use magical secrets for pass without trace for another +10, crap, I rolled a 3, I only have a result of 26." "The guards only have a +3, their best result is a 23, they can't possibly see you. Do whatever you like." [I had an all dex party with Pass without Trace at-will in a staff I rolled for them randomly. I stopped having them make stealth checks. The lowest was always above a twenty])