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<blockquote data-quote="Charlaquin" data-source="post: 8683537" data-attributes="member: 6779196"><p>Well, it’s inspired in part by the way leveling works in the Soulslike games, so yes, it is literally based on a video game mechanic.</p><p></p><p>Keep in mind, these costs should be in parity with rewards <em>from treasure hordes</em> leaving rewards from individual monsters, selling unwanted magic items, and rewards for paid jobs as spending money. Of course, if the players decide to dedicate that spending money to leveling up as well, I feel that option should be open to them. If players want to save up to build a stronghold instead of saving up to get to 12th level or whatever, that option is also available.</p><p></p><p>Yes, that’s exactly the gameplay pattern I devised this system to incentivize. Early game the PCs should be making day trips into the dungeon and back to rest and, after a few such trips, to level up. By mid-game they’ll have the tools to safely venture further from the starter town to find new trainers and more lucrative (and dangerous) places to adventure. And by late-game they’ll need to start venturing beyond the mortal plane to find entities powerful enough to train them, enemies powerful enough to challenge them, and rewards rich enough to be worth their time.</p><p></p><p>Sure, and if this was an adventure path with a storyline to follow, this system would probably be a poor choice for it. The campaign I’m intending to use this in is a location-based, open-table sandbox affair. The intended gameplay loop is that players will delve as deep into the dungeon as they feel they can safely manage, then return to town to sell the valuables they acquired and spend the gold to level up so they can push further in next time, rinse and repeat until they outpace the local area, then venture out to find a new place to adventure that’s more their speed.</p><p></p><p>Yep, this system will definitely require more bookkeeping than story-based or session-based advancement. I believe that will be a worthwhile tradeoff. I’ve always found the benefits of tracking XP to be well worth the little bit of bookkeeping required, and this won’t be significantly more bookkeeping than that. Heck, my players have always kept very good track of their gold, despite 5e not giving them anything to spend it on; this should actually be <em>less</em> bookkeeping than XP because it’s just one number to keep track of instead of two.</p><p></p><p>Thanks for the concern. Maybe it won’t work out, but I think it is well-suited to my goals for this campaign. If not, no big loss, we can always go back to regular XP in the next one.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8683537, member: 6779196"] Well, it’s inspired in part by the way leveling works in the Soulslike games, so yes, it is literally based on a video game mechanic. Keep in mind, these costs should be in parity with rewards [I]from treasure hordes[/I] leaving rewards from individual monsters, selling unwanted magic items, and rewards for paid jobs as spending money. Of course, if the players decide to dedicate that spending money to leveling up as well, I feel that option should be open to them. If players want to save up to build a stronghold instead of saving up to get to 12th level or whatever, that option is also available. Yes, that’s exactly the gameplay pattern I devised this system to incentivize. Early game the PCs should be making day trips into the dungeon and back to rest and, after a few such trips, to level up. By mid-game they’ll have the tools to safely venture further from the starter town to find new trainers and more lucrative (and dangerous) places to adventure. And by late-game they’ll need to start venturing beyond the mortal plane to find entities powerful enough to train them, enemies powerful enough to challenge them, and rewards rich enough to be worth their time. Sure, and if this was an adventure path with a storyline to follow, this system would probably be a poor choice for it. The campaign I’m intending to use this in is a location-based, open-table sandbox affair. The intended gameplay loop is that players will delve as deep into the dungeon as they feel they can safely manage, then return to town to sell the valuables they acquired and spend the gold to level up so they can push further in next time, rinse and repeat until they outpace the local area, then venture out to find a new place to adventure that’s more their speed. Yep, this system will definitely require more bookkeeping than story-based or session-based advancement. I believe that will be a worthwhile tradeoff. I’ve always found the benefits of tracking XP to be well worth the little bit of bookkeeping required, and this won’t be significantly more bookkeeping than that. Heck, my players have always kept very good track of their gold, despite 5e not giving them anything to spend it on; this should actually be [I]less[/I] bookkeeping than XP because it’s just one number to keep track of instead of two. Thanks for the concern. Maybe it won’t work out, but I think it is well-suited to my goals for this campaign. If not, no big loss, we can always go back to regular XP in the next one. [/QUOTE]
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