Title
In many tabletop RPG's the DM may forego experience leveling and decide that a group or individual instead gains a level based on feats. A feat could be hitting a story milestone, ending a session, or the character just doing something the DM though was worthy of a level like military training. This better balances gameplay and prevents individuals from being over or underleveled for a scenario and also prevents grinding from breaking lore or otherwise immersion.
I'm curious if there are any good examples of RPG's doing this and the more I think about it the more I think it could be awesome. It can frequently happen in RPG's where you either git good, invest too much time to grind, or find out your underleveled for a specific boss I admit there are very tightly balanced RPG's that avoid this but they are the exception that proves the rule. Anyway, back on track having a much more tightly controlled power level (with variables being reduced to equipment/skill load outs) could lead to some much more interestingly designed encounters in gaming. It also solves the oft criticized issue of either 1. How a highly trained military man is "only level 1" or alternatively how a farmer boy is fighting on par with the military after killing some rabbits among other logical inconsistencies that come from analyzing gameplay systems in the wider lore of the world.
In many tabletop RPG's the DM may forego experience leveling and decide that a group or individual instead gains a level based on feats. A feat could be hitting a story milestone, ending a session, or the character just doing something the DM though was worthy of a level like military training. This better balances gameplay and prevents individuals from being over or underleveled for a scenario and also prevents grinding from breaking lore or otherwise immersion.
I'm curious if there are any good examples of RPG's doing this and the more I think about it the more I think it could be awesome. It can frequently happen in RPG's where you either git good, invest too much time to grind, or find out your underleveled for a specific boss I admit there are very tightly balanced RPG's that avoid this but they are the exception that proves the rule. Anyway, back on track having a much more tightly controlled power level (with variables being reduced to equipment/skill load outs) could lead to some much more interestingly designed encounters in gaming. It also solves the oft criticized issue of either 1. How a highly trained military man is "only level 1" or alternatively how a farmer boy is fighting on par with the military after killing some rabbits among other logical inconsistencies that come from analyzing gameplay systems in the wider lore of the world.
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