Hey guys, I wanted to share a method I've come up with in my game for handling level ups. It's like a blend of Milestone and XP, and it's pretty simple and easy to track and has been working well for me and my players. Maybe I'm not the first to come up with it but I wanted to share it anyway.
For me, it's very important to have lots of various side quests and little activities for players to do, and also giving them the freedom to make their own choices on where to go next or what to do. Maybe they won't see everything I make but that needs to be okay. The method I've developed to handle this is to divide Milestones up into quarters. Helping protect a farm from a night monster for a game could give 1/4 of a milestone. Then maybe going into a small keep, clearing it of bandits and fighting a boss would give 1/2 a milestone, so now they have 3/4 of a milestone. A full dungeon of riddles, traps, monsters and treasures could give a full milestone, giving them 1 and 3/4 Milestones, letting them level up as they've completed a Milestone, and carry over the 3/4 toward their next level up. I've found this system makes it very easy to keep track of how close players are to levelling, while also being able to weight the value and importance of different encounters and events appropriately. It also provides for a handy and quick way to see the difficulty of a quest at a glance. Putting 1/4 Milestone at the top of your Doc about the farm helps you know quickly it will be a relatively short and easy thing, while a 1/2 or full milestone marker indicates the players could be in for the long haul.
XP is neat but I find it difficult to hand out appropriately in games that are light on combat, and it can take a long time to level up. And Milestones as written were difficult to place as well, as not all quests are created equally, but should still give progress. My system (which I don't really have a name for) kind of blends the two. Anyway I just wanted to share this system with you guys and see what you think, as it's worked pretty well for me.
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Hey guys, I wanted to share a method I've come up with in my game for handling level ups. It's like a blend of Milestone and XP, and it's pretty simple and easy to track and has been working well for me and my players. Maybe I'm not the first to come up with it but I wanted to share it anyway.
For me, it's very important to have lots of various side quests and little activities for players to do, and also giving them the freedom to make their own choices on where to go next or what to do. Maybe they won't see everything I make but that needs to be okay. The method I've developed to handle this is to divide Milestones up into quarters. Helping protect a farm from a night monster for a game could give 1/4 of a milestone. Then maybe going into a small keep, clearing it of bandits and fighting a boss would give 1/2 a milestone, so now they have 3/4 of a milestone. A full dungeon of riddles, traps, monsters and treasures could give a full milestone, giving them 1 and 3/4 Milestones, letting them level up as they've completed a Milestone, and carry over the 3/4 toward their next level up. I've found this system makes it very easy to keep track of how close players are to levelling, while also being able to weight the value and importance of different encounters and events appropriately. It also provides for a handy and quick way to see the difficulty of a quest at a glance. Putting 1/4 Milestone at the top of your Doc about the farm helps you know quickly it will be a relatively short and easy thing, while a 1/2 or full milestone marker indicates the players could be in for the long haul.
XP is neat but I find it difficult to hand out appropriately in games that are light on combat, and it can take a long time to level up. And Milestones as written were difficult to place as well, as not all quests are created equally, but should still give progress. My system (which I don't really have a name for) kind of blends the two. Anyway I just wanted to share this system with you guys and see what you think, as it's worked pretty well for me.