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What would like to see: A PC History
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<blockquote data-quote="Sunseeker" data-source="post: 5830521"><p>I like a quick advancement from 1-5, though the "feel" doesn't change much in that time. EX:</p><p>At level 1 you are the farm boy.</p><p>You fight off rats, you arrest someone, maybe fight a rogue orc.</p><p>By level 5 you are the grunt in the militia.</p><p></p><p>From level 6-10 I slow things down, wherein 1-5 you might level every game-night, you now might level once or twice a month(given a weekly campaign), EX:</p><p>Level 6 you are making your way in the ranks.</p><p>You clear out a bandit hideout(not the bandit stronghold though).</p><p>You might fight an orc raiding party.</p><p>You may encounter a young dragon, but will still probably get your butt handed to you.</p><p>By level 10, you're a well known soldier/wizard. You are at least half-way through the ranks, and though you do not explicitly have minions, you can request aid from the lower ranks(they can still refuse though, or your chain of command might not approve).</p><p></p><p>Levels 11-15 slow down further(you now might level one a month, if our sessions are regular and adventure-packed, otherwise, 2-month minimum).</p><p>You do more, perhaps you go back to best that young dragon.</p><p>You deal with the bandit stronghold, but still may not defeat it.</p><p>You might raid the orc war-camp for a change, though you might lose.</p><p>You are higher in command now, if you are still in the order/militia. You may have branched out on your own, you might own a home or have a permanent room at the tavern. You'll have groupies(non-combat followers), and you might even have a few full-time subordinates.</p><p>By level 15, you might be considering starting your own feudal state, or taking over/running for office in your hometown.</p><p></p><p>Levels 16-20 slow down even more(If I level you before the year's out consider yourself lucky!).</p><p>You now may face the pissed-off mother of that dragon you killed.</p><p>The bandit lord you failed to kill apparently has gotten the backing of some greater demons.</p><p>Those Orcs see your new stronghold as a tasty, treasure-packed target, and you face the full-force of their war party.</p><p>You likely have a town, a castle, or something to your own now. Whether you run it directly or not is up to you, but it will provide you will resources and followers depending depending on how well you treat them.</p><p>By level 20, you are the major-domo in the lands, at least you might be if you've survived and are still allies with your original companions, otherwise you're looking something more like WWII Europe.</p><p></p><p>IF the game goes past level 20(which I've never done a game past), you have outgrown rulership of a mere feudal estate. You are likely outgrowing morality, or reaching the very ends of it. You will, from this point on, generally be seeking to conquer or explore new lands, to move up to immortality, demi, or full-blown god-hood. By level 30, you are one of the most powerful beings in the localized cosmos, even your minions are angelic/demonic/extra-planar hosts. You are likely considered to be the primary diety of your world or one of an alliance, should you have not killed your friends to get ahead. </p><p></p><p>----</p><p></p><p></p><p>This is of course designed for a more "local" campaign roots, ie: you all start in Jamestown and go from there. For games which are more "epic" in nature, drawing a more diverse background of creatures and players, level 1 would be the equivalent of level 10. In the Core I would like to see the advancement of power follow a similar line, by whatever the endgame is you're near (demi)god-hood, with power and player advancement following along a "quick start" but "epic finish" style. Honestly I'd like the core rules regarding leveling to be fairly neutral and flexible in regards to specific campaigns, then there could be published and home-brew campaigns that are quick and super-powered, or slow and gritty.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5830521"] I like a quick advancement from 1-5, though the "feel" doesn't change much in that time. EX: At level 1 you are the farm boy. You fight off rats, you arrest someone, maybe fight a rogue orc. By level 5 you are the grunt in the militia. From level 6-10 I slow things down, wherein 1-5 you might level every game-night, you now might level once or twice a month(given a weekly campaign), EX: Level 6 you are making your way in the ranks. You clear out a bandit hideout(not the bandit stronghold though). You might fight an orc raiding party. You may encounter a young dragon, but will still probably get your butt handed to you. By level 10, you're a well known soldier/wizard. You are at least half-way through the ranks, and though you do not explicitly have minions, you can request aid from the lower ranks(they can still refuse though, or your chain of command might not approve). Levels 11-15 slow down further(you now might level one a month, if our sessions are regular and adventure-packed, otherwise, 2-month minimum). You do more, perhaps you go back to best that young dragon. You deal with the bandit stronghold, but still may not defeat it. You might raid the orc war-camp for a change, though you might lose. You are higher in command now, if you are still in the order/militia. You may have branched out on your own, you might own a home or have a permanent room at the tavern. You'll have groupies(non-combat followers), and you might even have a few full-time subordinates. By level 15, you might be considering starting your own feudal state, or taking over/running for office in your hometown. Levels 16-20 slow down even more(If I level you before the year's out consider yourself lucky!). You now may face the pissed-off mother of that dragon you killed. The bandit lord you failed to kill apparently has gotten the backing of some greater demons. Those Orcs see your new stronghold as a tasty, treasure-packed target, and you face the full-force of their war party. You likely have a town, a castle, or something to your own now. Whether you run it directly or not is up to you, but it will provide you will resources and followers depending depending on how well you treat them. By level 20, you are the major-domo in the lands, at least you might be if you've survived and are still allies with your original companions, otherwise you're looking something more like WWII Europe. IF the game goes past level 20(which I've never done a game past), you have outgrown rulership of a mere feudal estate. You are likely outgrowing morality, or reaching the very ends of it. You will, from this point on, generally be seeking to conquer or explore new lands, to move up to immortality, demi, or full-blown god-hood. By level 30, you are one of the most powerful beings in the localized cosmos, even your minions are angelic/demonic/extra-planar hosts. You are likely considered to be the primary diety of your world or one of an alliance, should you have not killed your friends to get ahead. ---- This is of course designed for a more "local" campaign roots, ie: you all start in Jamestown and go from there. For games which are more "epic" in nature, drawing a more diverse background of creatures and players, level 1 would be the equivalent of level 10. In the Core I would like to see the advancement of power follow a similar line, by whatever the endgame is you're near (demi)god-hood, with power and player advancement following along a "quick start" but "epic finish" style. Honestly I'd like the core rules regarding leveling to be fairly neutral and flexible in regards to specific campaigns, then there could be published and home-brew campaigns that are quick and super-powered, or slow and gritty. [/QUOTE]
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