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  '''<big>Level</big>''' refers to '''Character Level''', and it forms the basis of a character's power scaling, as well as a means of gaining and improving [[Attribute]] scores. Levels are also important for another mechanic called a '''<code>Progression</code>''', which can be used to unlock and improve traits and powers specific to a character in ways Metaphors or Attributes can't.
  '''<big>Level</big>''' refers to '''Character Level''', it forms the basis of a character's power scaling, as well as a means of gaining and improving [[Attribute]] scores. Levels are also important for unlocking features for [[Progression]]s. Character Levels are also a stat that can be used to scale Features and [[Metaphor]]s.
The rewards given to a character through leveling up can change depending on whether they have a Progression enabled, a character without a Progression should probably lean towards gaining more Attribute points to make up for a lack of options opening up through Progression.


==Increasing Character Level (Level-Up)==
==Increasing Character Level (Level-Up)==
  When a character levels up, their level increases by '''one'''. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of [[Experience]] points required to level up is determined by the Game-Master, by default it would be 8 experience at 1st level and then an additional +1 experience each level afterwards.
  After spending the necessary amount of [[Experience]] points, the character can increase their Level by '''one'''. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of [[Experience]] points required to level up is determined by the Game-Master, usually a base number plus an increment amount (ex. 8 plus 2 for every level beyond 1st).
   
   
  Level-Ups grant a few benefits: Attribute Point(s), Attribute Training Opportunities, and unlocking more of a character's Progressions.
  Level-Ups grant a few benefits: '''Attribute Point(s)''', '''Attribute Training Point(s)''', and unlocking more of a character's [[Progression]]s.


===Attribute Point(s)===
===Attribute Point(s)===
  After a Level-Up, characters can assign an amount of '''Attribute Point(s)''' to any of their six Attributes, which in turn can improve their [[Core Value|Core Values]]. Characters get +1 Attribute points if they have one or more Progressions, else they would get +2 per level instead.
  After a Level-Up, characters can assign one '''Attribute Point''' to any of their six Attributes, which in turn can improve their [[Core Value|Core Values]].
Unlike the Attribute Training Points, the Attribute point gained via levelling can ignore the character's Level Limit.
 
===Attribute Training Point (ATP)===
'''ATP'''s are the number of times a character can increase an Attribute score by '''one''' by spending an appropriate amount of '''experience''' points. The XP cost is equal to the current '''Attribute + 1''', and the amount given is equal to the character's level.
   
   
  Whichever Attribute the player wishes to assign to a character, they '''can't''' choose an Attribute if its value would '''exceed''' their character's level. Also, if the character gets two or more Attribute points per level, they can only improve an Attribute by '''one''' point each per level.
  The player can't improve an Attribute to be higher than the character's level with ATP, and can't improve Attributes at all when all remaining ATP is spent.


===Attribute Training Opportunity (ATO)===
==Level-Up by Investment==
  '''ATO'''s are the number of times a character can increase an Attribute score by '''one''' by spending an appropriate amount of '''experience''' points. Usually the XP cost is equal to the current Attribute value + 1, and the opportunities given is '''double''' the character's level.
One way characters can level up is by investing [[experience]] points into Metaphors and Attribute increases. When a character has spent a necessary amount of experience, they will gain a level along with its other benefits.
Experience Expenses that count for Investment:
* Metaphors (Ability and Sub-Abilities)
* Attribute Increases
Expenses that do NOT count:
* Experience [[Debt]]
 
===Investment Chart===
  The formula is '''<code>(LevelTarget * 5) + TotalExperienceTarget = ExperienceRequired</code>''', where LevelTarget is the level a character is trying to achieve, and TotalExperienceTarget is the sum total of all Experience points required for all levels. '''5''' is the default scale for this system, you may alter this value for your own campaign but the following chart assumes a value of 5. Level caps are determined by your Game-Master, but by default there is no maximum level provided the character continues to spend Experience on valid investments.
When starting characters at a higher level, they also start with an amount of experience required to reach their level, to invest in their Metaphors or Attribute training. The player must attempt to spend as much experience given this way as possible, as they will start one level lower if they lack the necessary spent experience to achieve their intended level.
   
   
  Regardless of how much XP a character has, or the opportunities remaining, the player can't improve an Attribute to be higher than the character's level.
  ''"The characters in a new campaign are to start at Level 3, and therefore are given 25 experience points to be used after the creation phase. However, if anybody is unable to spend exactly 25 experience on their Metaphors or Attributes, they will instead start at Level 2 with their remaining experience."''


==Level Progression==
{| class="wikitable" style="max-width:100%; text-align:center; align:float; margin:auto"
A <code>'''Progression'''</code> is a '''list of features''' a character can unlock as they gain levels. For more information, read the [[Progression]] article.
|+ Experience Required to Level-Up
|-
! Level !! XP Scale !! Experience Spent
|-
| 1 || +5 || 0
|-
| 2 || +10 || 10
|-
| 3 || +15 || 25
|-
| 4 || +20 || 45
|-
| 5 || +25 || 70
|-
| 6 || +30 || 100
|-
| 7 || +35 || 135
|-
| 8 || +40 || 175
|-
| 9 || +45 || 220
|-
| 10 || +50 || 270
|-
| 11 || +55 || 325
|-
| 12 || +60 || 385
|-
| +13 || ... || ...
|}
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Latest revision as of 13:27, 4 June 2025

Level refers to Character Level, it forms the basis of a character's power scaling, as well as a means of gaining and improving Attribute scores. Levels are also important for unlocking features for Progressions. Character Levels are also a stat that can be used to scale Features and Metaphors.

Increasing Character Level (Level-Up)

After spending the necessary amount of Experience points, the character can increase their Level by one. Levels can only be gained incrementally, so one would have to become Level 2 before they can become Level 3 and so on. The amount of Experience points required to level up is determined by the Game-Master, usually a base number plus an increment amount (ex. 8 plus 2 for every level beyond 1st).

Level-Ups grant a few benefits: Attribute Point(s), Attribute Training Point(s), and unlocking more of a character's Progressions.

Attribute Point(s)

After a Level-Up, characters can assign one Attribute Point to any of their six Attributes, which in turn can improve their Core Values.

Unlike the Attribute Training Points, the Attribute point gained via levelling can ignore the character's Level Limit.

Attribute Training Point (ATP)

ATPs are the number of times a character can increase an Attribute score by one by spending an appropriate amount of experience points. The XP cost is equal to the current Attribute + 1, and the amount given is equal to the character's level.

The player can't improve an Attribute to be higher than the character's level with ATP, and can't improve Attributes at all when all remaining ATP is spent.

Level-Up by Investment

One way characters can level up is by investing experience points into Metaphors and Attribute increases. When a character has spent a necessary amount of experience, they will gain a level along with its other benefits.

Experience Expenses that count for Investment:
* Metaphors (Ability and Sub-Abilities)
* Attribute Increases

Expenses that do NOT count:
* Experience Debt

Investment Chart

The formula is (LevelTarget * 5) + TotalExperienceTarget = ExperienceRequired, where LevelTarget is the level a character is trying to achieve, and TotalExperienceTarget is the sum total of all Experience points required for all levels. 5 is the default scale for this system, you may alter this value for your own campaign but the following chart assumes a value of 5. Level caps are determined by your Game-Master, but by default there is no maximum level provided the character continues to spend Experience on valid investments.

When starting characters at a higher level, they also start with an amount of experience required to reach their level, to invest in their Metaphors or Attribute training. The player must attempt to spend as much experience given this way as possible, as they will start one level lower if they lack the necessary spent experience to achieve their intended level.

"The characters in a new campaign are to start at Level 3, and therefore are given 25 experience points to be used after the creation phase. However, if anybody is unable to spend exactly 25 experience on their Metaphors or Attributes, they will instead start at Level 2 with their remaining experience."
Experience Required to Level-Up
Level XP Scale Experience Spent
1 +5 0
2 +10 10
3 +15 25
4 +20 45
5 +25 70
6 +30 100
7 +35 135
8 +40 175
9 +45 220
10 +50 270
11 +55 325
12 +60 385
+13 ... ...