1. Notes

Norm's Very Fast Tiered Leveling System

It  has been said that right now we are leveling too slow, and also that having everyone be on the same level and sort of 'dragged together' is kind of odd and makes it difficult to player characters you aren't used to the level of.

Here is the proposal

All new characters start at level 1

This is for all players. It's important to get a feel for organic growth, and so new players can get a grasp on the size aspects and climax systems.

All characters now level up faster

Instead of using experience as in the DMG, game difficulties will be based on medals (This name sucks, give me a better name)

A game can give multiple levels based on how difficult the GM thought the game was, and if the players accomplished some major goals/etc

For example, a dramatic turning point like the Siege of Drellin's Ferry or Skull Gorge Bridge might give 3 medals. Whereas a low stakes arena fight might give 1.

At each tier, you can spend medals to level  up.

  • Tier 1, Local Heroes 1-4: 1 medal
  • Tier 2, Heroes of the Realm 5 -10:  3 medals
  • Tier 3, Masters of the Realm 11-16: 4 medals
  • Tier 4, Masters of the World 17-20: 5 medals

Examples

  • If you are level 1, you only need 1 medal to level up to 2
  • If you are level 4, you need 1 medal to level  up to 5
  • If you are level 7, you need 3 medals to level up to 8
  • If you are level 8, you need 3 medals to level up to 9
  • If you are level 10, you need 3 medals to level up to 11
  • If you are level 11, you need 4 medals to level up to 12
  • If you are level 16, you need 4 medals to level up to 17
  • If you are level 17, you need 5 medal to level up to 18

Converting Experience to Medals

Essyl has 44600 experience points. She is level 8. Level 8 requires 34,000 XP. Level 9 requires 48,000 XP. The total XP required is 14,000 XP

14,000/3= 4,666, therefore each medal is worth 4,666

44600-3400 =10600.

Therefore Essyl has 2 medals, and needs 1 medal to reach level 9.

GMs are now encouraged to run games at lower levels

For some newer GMs and people new to the server, running high level Tyrant games can be tough due to various reasons. D&D is more difficult to run at higher levels. Tyrants are tougher and dealing with Tyrant/Toy dynamics is hard because it's naturally unbalanced. Size rules and Climax rules can be complex.

For these reasons, GMs are encouraged to run games at their comfort level. Of course, players with high level characters can participate as now people will have multiple characters.

Karma still exists

For GMs still worried about keeping up, karma still exists and can be used to purchase levels, items, etc.

Any GM that runs one game or more per week will usually have enough Karma to arbitrarily purchase whatever items and characters they want.

At that point you are essentially a 'staff member' and run enough games to do whatever you want.

Karma: https://kanka.io/en-US/campaign/130479/notes/168920


Vandria's alternate proposal

The following proposal keeps the spirit of fast leveling, however aims to keep XP as the metric and provide a more dynamic leveling experience.

When running a session, GMs can calculate the "Average Party Level" by adding every participating character's level together and dividing through the number of characters, rounding up the result. For example:

Vandria runs a session with four player characters: Two level 3s, one level 4, one level five. Adding them together comes to a result of 15, divided by four results in 3.75. Round up to 4.

The XP reward at the end of the session is then determined by the "Adjusted XP per character per day" table in the DMG on page 83. I post it here for ease of use.

Average Party Level

XP per session per character

1300
2600
31200
41700
53500
64000
75000
86000
97500
109000
1110.500
1211.500
1313.500
1415.000
1518.000
1620.000
1725.000
1827.000
1930.000
20

-

Utilizing this table should lead to faster progression at low levels, while slowing somewhat at the high levels, which I would feel is appropriate, and personally feels more intuitive than the medal system. However, the medal system would likely lead to overall faster progression than this one.