The Short Version
Traditional advancement in D&D is a problem. Why?
- As you kill orcs, you gain levels and treasure.
- Levels and treasure make you better at killing orcs.
- To keep advancing, you must fight more powerful enemies, who in turn grant more XP and treasure.
- By level 10, you've trivialized the vast majority of encounters you might conceivably have, in all but the strangest of worlds.
- Thus, games beyond low level have to become increasingly epic, perhaps to the point of absurdity.
- This can lead to characters no longer feeling like they fit the game, or players having to face a type of gameplay they don't prefer.
- The nature of advancement requires you to either design a character for a style of play you prefer (e.g. low-level), only to watch them quickly level out of that style, or design a character for a style you don't prefer, then painfully wait for them to level up to what you wanted them to be, only to eventually find yourself leveling beyond even that.
What's the solution?
- No advancement: no, that wouldn't be an RPG.
- Merely cosmetic advancement: what is this, Team Fortress 2?
- Bounded advancement: that's probably what 5e would do, if they had the balls. And it might just be good enough. But...
Multi-Vector Advancement
Traditional advancement lumps all sources and rewards relating to advancement into a single system: kill orcs, and you get better at killing orcs, but you also know more about Profession (Basketweaving), and you also can cast more spells per day, and you're stronger, and can take more hits, and...etc.
Let's just split that up, shall we?
Experience and Skill
The most obvious way to advance is simply to experience adventuring. The more you adventure, the more experience you gain, which in turn yields refinement to the skills and techniques you use to adventure.
Resources
Factions, gear, etc
Power Level
Your fundamental power level determines how bombastic your supernatural and extraordinary powers can be. It does not increase simply by using said powers to kill orcs, but rather by discovering the potential for growth within yourself, then choosing that growth, which will also require accepting changes, and possibly new responsibilities.
Power Levels range from 0-5 (in most cases, although they can go higher). For a general concept of how powerful each level is:
Power Level | Description |
---|---|
0 | Normal mortal |
1 | Low-level magic user |
2 | Mid-level magic user |
3 | High-level magic user |
4 | Epic-level magic user |
5 | Pinnacle of mortal power |
6+ | God-tier |
Generally speaking, you can acquire power levels thus:
- Magical talent, monstrous nature, or any such power source starts at PL +1 and can expand up to +3 as you grow in that source
- Mantles of power typically grant PL +1 (e.g. Winter Knight, Chosen of Mystra, etc)
- In certain circumstances, you can gain temporary PL buffs, such as with the blessing of a deity, or after absorbing power from a powerful foe
Base Power Level
Generally speaking, character creation begins at PL 1. It can start higher, if the DM and PCs wish it. It probably shouldn't start at PL 0, as that disallows any supernatural powers amongst the PCs, although if that's what the group wants, then go for it.
Advancement in Power Level should be tracked individually for each PC, and should generally follow these guidelines:
- First, establish the potential for growth. A wizard might show exceptional potential, a sorcerer might show a rare talent, a dragon might briefly demonstrate greater-than-normal power, etc.
- Then, slowly develop the mystery behind the PL growth. Perhaps the character has a mysterious origin, or suffered a strange incident in the past, or has a personal villain with a connection to their power source...there are many possibilities.
- The PC should take an active role in pursuing their Power Level. If they resist, it remains steady (although that doesn't mean the DM shouldn't keep hinting at it...that's part of the fun of resisting)