Charlaquin
Goblin Queen (She/Her/Hers)
Inspired by old-school XP-for-gold systems and the leveling mechanic of the Soulslike family of games, I’m looking to try out the following mechanic in my next campaign in place of XP.
Training
A character can spend a downtime training to gain a level in a class. Doing so requires a suitable instructor. The training takes one week and costs an amount of gold determined by the level to be gained, as shown in the table below:
By this table, the cost to level up is about 1/4 the average GP value of a tier-appropriate treasure horde, multiplied by the number of treasure hordes you can expect to gain after the number of Medium encounters it would take to level up (assuming hordes are distributed evenly).
The intended effect of this is that basically all of the monetary treasure acquired from hordes goes towards leveling up, leaving individual monster treasure for spending money. Magic items are not factored in, so you can keep any that you find, or sell ones you don’t want for extra cash or to hasten your progress towards your next level. If you find a bigger-than-average horde, you might be able to level up a little sooner than “expected,” or have some extra pocket money to put towards some plate armor or whatever. If you find a smaller-than average horde, it might take you a little longer to reach the next level unless you dip into your savings. Likewise, if you have a larger-than-average party, it will take you longer to level up, and if you have a smaller-than-average party, you will be able to level up faster or have more spending money for adventuring gear. And of course, you have the option of prioritizing upgrading your gear over gaining levels.
It’s worth noting that this is intended for use in a sandbox campaign, where players have some ability to choose their level of challenge. In that context, going into higher-level areas to try to nab some treasure from higher-tier hordes has the potential to rocket you ahead if you can pull it off successfully, whereas sticking to lower-tier areas could slow your advancement to a crawl. But as long as you’re taking on level-appropriate challenges, you should level up at approximately the same rate as you would with XP in a game run strictly by the adventuring day and encounter budget guidelines, with some natural wobble due to the randomized nature of treasure hordes.
Training
A character can spend a downtime training to gain a level in a class. Doing so requires a suitable instructor. The training takes one week and costs an amount of gold determined by the level to be gained, as shown in the table below:
Level Gained | Cost |
2 | 50 gp |
3 | 100 gp |
4 | 200 gp |
5 | 300 gp |
6-11 | 3,400 gp |
12-17 | 18,000 gp |
18+ | 168,000 gp |
By this table, the cost to level up is about 1/4 the average GP value of a tier-appropriate treasure horde, multiplied by the number of treasure hordes you can expect to gain after the number of Medium encounters it would take to level up (assuming hordes are distributed evenly).
The intended effect of this is that basically all of the monetary treasure acquired from hordes goes towards leveling up, leaving individual monster treasure for spending money. Magic items are not factored in, so you can keep any that you find, or sell ones you don’t want for extra cash or to hasten your progress towards your next level. If you find a bigger-than-average horde, you might be able to level up a little sooner than “expected,” or have some extra pocket money to put towards some plate armor or whatever. If you find a smaller-than average horde, it might take you a little longer to reach the next level unless you dip into your savings. Likewise, if you have a larger-than-average party, it will take you longer to level up, and if you have a smaller-than-average party, you will be able to level up faster or have more spending money for adventuring gear. And of course, you have the option of prioritizing upgrading your gear over gaining levels.
It’s worth noting that this is intended for use in a sandbox campaign, where players have some ability to choose their level of challenge. In that context, going into higher-level areas to try to nab some treasure from higher-tier hordes has the potential to rocket you ahead if you can pull it off successfully, whereas sticking to lower-tier areas could slow your advancement to a crawl. But as long as you’re taking on level-appropriate challenges, you should level up at approximately the same rate as you would with XP in a game run strictly by the adventuring day and encounter budget guidelines, with some natural wobble due to the randomized nature of treasure hordes.