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Characters level up by accumulating what is known as experience points. Each time a character does something of note, they get a certain amount of points depending on the uniqueness of the action, the critical timing of the action, the success or failure of that action, etc.
Experience points are also the method with which Game Masters will keep power players in check. Or, rather, the denial of experience points. If someone has, for example, chosen only the most powerful spells, chosen every attribute available to them and basically done everything they could just to be the most powerful creature possible, or does things that are blatantly "out of character" just because it will garner them experience points, they are not likely to receive them. As with ANY roleplaying game, the players will have to trust the Game Masters to be fair in distributing the points. There will be a chart (as follows) for the Game Masters to go by which should hopefully remove any doubt of "favoritism" or the like.
Experience Points Awarded
Every post made In Character: 1 pt Defeating a minor menace (no combat): 1 - 5 pts Defeating a major menace (no combat): 5 - 10 pts Defeating a minor menace (combat): 10 - 25 pts Defeating a major menace (combat): 25 - 50 pts Taking actions in character (particularly actions which are in character, and to the -detriment- of one's character): 30 - 100 pts Endangering one's life for another: 100 - 300 pts Sacrificing one's life for another: 200 - 2000 pts Conceiving of a futile, clever plan or course of action: 10 - 75 pts Conceiving of a useful/successful, clever plan or course of action: 25 - 200 pts Avoiding unnecessary violence: 30 - 100 pts Clever use of skill or spell: 10 - 150
Now, please note that much of this is subjective. Particularly, the "taking actions in character". This is not to mean that just because you post, and it's in character, you get those points. We already cover that with a point for every post. This other section means any situation which is above and beyond the call of in-character behavior (such as a pacifist not responding to being attacked when almost any roleplayer would be rolling initiative, or a thief stealing from his or her own friends even if they know it will engender animosity from the party).
Again, you'll have to trust the Game Masters to ferret out any situations which warrant such points.
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| 1 | 0 | 2000 | | 2 | 2001 | 4000 | | 3 | 4001 | 6500 | | 4 | 6501 | 10000 | | 5 | 10001 | 14000 | | 6 | 14001 | 19500 | | 7 | 19501 | 26000 | | 8 | 26001 | 35000 | | 9 | 35001 | 46500 | | 10 | 46501 | 60000 | |
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