This table is a leveling model that isn't for any class or edition of DnD, but a homebrew framework for homebrew classes *The amount of class features you gain or the extent your resource pool increases per level is determined by your class, which is represented by "X" in the table
Levels 1-20
Class Features: gain X number of Proficiency Bonuses
Level 1, 3, 7, 9, 11, 13, 17 and 19
Class Features: gain X number of new class features
Levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20
Class Features: Resource Pool increase by X (eg. more ki, rage, spell slots)
Levels 4, 8, 12, 16 and 20
Ability Score Improvements
Levels 5, 10, 15 and 20
Sub-Class Features: gain X number of new sub-class features or feature enhancements
Levels 10 and 20
Class Features: gain X number of feature enhancements
Edit: All of this first page is discussion about what this actually is and was made before the OP gave any context or clarification, including changing the title of the thread. Feel free to skip to page two or to post 18 specifically to start the discussion of the structure of the "Homebrew Leveling Model" - March 15th, 2021. 8:36pmEST
You threw up a bunch of numbers and vague descriptors without any explanation whatsoever of what they actually do or what you're trying to accomplish. You may want to explain to the rest of the class what the numbers mean.
Not in Dnd, at least not currently. Most of the classes don't line up with each other as far as their individual improvements go. Sure there are some situations where they will get abilities as they level, but if you look at Wizard and Sorcerer, Sorcerer's get their capstone subclass ability at level 18 while wizards get their capstone subclass ability at level 14.
If this is for something that you'd be making a class then you can do it however you want.
You threw up a bunch of numbers and vague descriptors without any explanation whatsoever of what they actually do or what you're trying to accomplish. You may want to explain to the rest of the class what the numbers mean.
I changed the language a little bit, does it help?
Not in Dnd, at least not currently. Most of the classes don't line up with each other as far as their individual improvements go. Sure there are some situations where they will get abilities as they level, but if you look at Wizard and Sorcerer, Sorcerer's get their capstone subclass ability at level 18 while wizards get their capstone subclass ability at level 14.
If this is for something that you'd be making a class then you can do it however you want.
I know, I created the leveling model to uniform the classes by a single system
Not in Dnd, at least not currently. Most of the classes don't line up with each other as far as their individual improvements go. Sure there are some situations where they will get abilities as they level, but if you look at Wizard and Sorcerer, Sorcerer's get their capstone subclass ability at level 18 while wizards get their capstone subclass ability at level 14.
If this is for something that you'd be making a class then you can do it however you want.
I know, I created the leveling model to make a uniform design for character leveling.
But... why? The classes are perfectly fine as they are, and their features at each level are designed to be similarly balanced.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Why do characters need a uniform design for character leveling? It defeats much of the point of a class-based system, which is that the classes are different, distinct, and have different growth tracks and playstyles.
Like Pang said - solution looking for a problem. What is the problem you're trying to solve with this revised system?
I know, I created the leveling model to make a uniform design for character leveling.
To what end? Why is uniformity better?
Not better, never said better lol, just wanted to make a uniform system.
It's just that uniformity has a clear disadvantage: it ties your hands. You'll be forced to conform class designs to this rigid system. It'd seem more logical if there was a tradeoff, an advantage that would make up for this.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
Why do characters need a uniform design for character leveling? It defeats much of the point of a class-based system, which is that the classes are different, distinct, and have different growth tracks and playstyles.
Like Pang said - solution looking for a problem. What is the problem you're trying to solve with this revised system?
Not in Dnd, at least not currently. Most of the classes don't line up with each other as far as their individual improvements go. Sure there are some situations where they will get abilities as they level, but if you look at Wizard and Sorcerer, Sorcerer's get their capstone subclass ability at level 18 while wizards get their capstone subclass ability at level 14.
If this is for something that you'd be making a class then you can do it however you want.
I know, I created the leveling model to make a uniform design for character leveling.
But... why? The classes are perfectly fine as they are, and their features at each level are designed to be similarly balanced.
Characters don't need a uniform design, I just wanted to make one.
I know, I created the leveling model to make a uniform design for character leveling.
To what end? Why is uniformity better?
Not better, never said better lol, just wanted to make a uniform system.
It's just that uniformity has a clear disadvantage: it ties your hands. You'll be forced to conform class designs to this rigid system. It'd seem more logical if there was a tradeoff, an advantage that would make up for this.
OK why not, it sounds like a good idea adding tradeoffs based on each class, but once again, my model is a general leveling system
What sort of advantages or trade-offs do you have in mind? Aren't classes pretty much the trade-offs: different proficiencies, different class and sub-class features, etc.
What sort of advantages or trade-offs do you have in mind? Aren't classes pretty much the trade-offs: different proficiencies, different class and sub-class features, etc.
I meant a tradeoff for the uniformity. Requiring a system to be uniform makes it a more difficult system to use. What would be the advantage of using a uniform system that makes up for this?
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
One of the biggest disadvantaged i can think of is, if everything has the same rate of growth, then everyone has to get something at the same time. This would make the amount of powerful abilities very limited. The reason the wizards get their capstone at level 14 is because they don't get very many other things. Mostly spell slots and spell levels. Monks on the other hand get something new basically every level because the difference in power between having spells and not having spells is that massive. If they both were required to get something at every level the abilities that would be gotten in that sort of balance system would become either meaningless or insanely powerful to maintain balance (assuming you want to maintain any sort of balance within your system.)
Alternatively if you were to give everyone the same stuff when they level aside from very specific class and subclass things, then what is even the point of having separate classes in the first place. You might as well make a single class with subclasses that drastically change the way it is played instead.
Also, I would recommend highly against giving multiple things at the same time. You shouldn't get a powerful class feature and a subclass feature at the same time. It would feel bloated when they get something less useful and will be a crazy change in power when you get both of those features at the same time. There is a reason why those things are not stacked in the base game, especially in higher levels after the base class features have been established.
This table is a leveling model that isn't for any class or edition of DnD, but a homebrew framework for homebrew classes
*The amount of class features you gain or the extent your resource pool increases per level is determined by your class, which is represented by "X" in the table
Levels 1-20
Class Features: gain X number of Proficiency Bonuses
Level 1, 3, 7, 9, 11, 13, 17 and 19
Class Features: gain X number of new class features
Levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20
Class Features: Resource Pool increase by X (eg. more ki, rage, spell slots)
Levels 4, 8, 12, 16 and 20
Ability Score Improvements
Levels 5, 10, 15 and 20
Sub-Class Features: gain X number of new sub-class features or feature enhancements
Levels 10 and 20
Class Features: gain X number of feature enhancements
I'm curious what this would be for exactly.
Edit: All of this first page is discussion about what this actually is and was made before the OP gave any context or clarification, including changing the title of the thread. Feel free to skip to page two or to post 18 specifically to start the discussion of the structure of the "Homebrew Leveling Model" - March 15th, 2021. 8:36pmEST
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
What do you mean? This is a system I made up for how classes could get more powerful as they level up
You threw up a bunch of numbers and vague descriptors without any explanation whatsoever of what they actually do or what you're trying to accomplish. You may want to explain to the rest of the class what the numbers mean.
Please do not contact or message me.
Not in Dnd, at least not currently. Most of the classes don't line up with each other as far as their individual improvements go. Sure there are some situations where they will get abilities as they level, but if you look at Wizard and Sorcerer, Sorcerer's get their capstone subclass ability at level 18 while wizards get their capstone subclass ability at level 14.
If this is for something that you'd be making a class then you can do it however you want.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I changed the language a little bit, does it help?
Feels like a solution looking for a problem. What would doing this accomplish?
Want to start playing but don't have anyone to play with? You can try these options: [link].
I know, I created the leveling model to uniform the classes by a single system
To what end? Why is uniformity better?
Want to start playing but don't have anyone to play with? You can try these options: [link].
But... why? The classes are perfectly fine as they are, and their features at each level are designed to be similarly balanced.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Question.
Why do characters need a uniform design for character leveling? It defeats much of the point of a class-based system, which is that the classes are different, distinct, and have different growth tracks and playstyles.
Like Pang said - solution looking for a problem. What is the problem you're trying to solve with this revised system?
Please do not contact or message me.
Not better, never said better lol, just wanted to make a uniform system.
It's just that uniformity has a clear disadvantage: it ties your hands. You'll be forced to conform class designs to this rigid system. It'd seem more logical if there was a tradeoff, an advantage that would make up for this.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Characters don't need a uniform design, I just wanted to make one.
OK why not, it sounds like a good idea adding tradeoffs based on each class, but once again, my model is a general leveling system
What sort of advantages or trade-offs do you have in mind? Aren't classes pretty much the trade-offs: different proficiencies, different class and sub-class features, etc.
I meant a tradeoff for the uniformity. Requiring a system to be uniform makes it a more difficult system to use. What would be the advantage of using a uniform system that makes up for this?
Want to start playing but don't have anyone to play with? You can try these options: [link].
OK so I added an explanation to the first post, hopefully this will clear things up
One of the biggest disadvantaged i can think of is, if everything has the same rate of growth, then everyone has to get something at the same time. This would make the amount of powerful abilities very limited. The reason the wizards get their capstone at level 14 is because they don't get very many other things. Mostly spell slots and spell levels. Monks on the other hand get something new basically every level because the difference in power between having spells and not having spells is that massive. If they both were required to get something at every level the abilities that would be gotten in that sort of balance system would become either meaningless or insanely powerful to maintain balance (assuming you want to maintain any sort of balance within your system.)
Alternatively if you were to give everyone the same stuff when they level aside from very specific class and subclass things, then what is even the point of having separate classes in the first place. You might as well make a single class with subclasses that drastically change the way it is played instead.
Also, I would recommend highly against giving multiple things at the same time. You shouldn't get a powerful class feature and a subclass feature at the same time. It would feel bloated when they get something less useful and will be a crazy change in power when you get both of those features at the same time. There is a reason why those things are not stacked in the base game, especially in higher levels after the base class features have been established.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Your explanation doesn't actually explain anything. Telling us what this isn't fails to actually inform us of what this actually is.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.