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Levels and Progression

Throughout your adventures you'll be challenged and overcome those challenges. In doing so you gain experience and grow stronger from it. What obstacles were once insurmountable become mere inconveniences. At the end of your journey you'll look back the way you came from and realize that the power to overcome was in you all along - it just had to be mastered.

Leveling Up

Dewprism Tactics offers a handful of playstyle options to help bring your campaign to life. There are two categories of options: Levels and Growth.

Before the campaign starts, you and the players should discuss which styles of leveling and growth you'd like to use. Some styles are easier than others and are more attractive to newer players, while more complicated styles help solve issues with long-term games.

Leveling has two modes, which you might already be affiliated with if this isn't your first time playing an RPG.

Experience

Overcoming battles reward the character with experience points that. In time, when enough XP is gained, they will level-up. The amount of required XP is determined by your current level.
Required XP = 1,000 X Level
Upon reaching or exceeding the threshold, your character's level increases by 1 and your XP is reset to 0. Don't worry about how long it will take to level-up again; if you keep fighting monsters of equal level, it'll take the same time as before.
Once you're out of combat and you've found a rest point, you'll enter into the level-up phase, during which you may modify your classes, modify your abilities, learn a new one, and increase your base scores.

Milestone

More than likely the campaign - from a combat perspective - will have been split into a sequence of dungeons, each intended to be taken in their proper order based on the party's level. Using Milestone level progression, each time you complete one of these dungeons the party will have earned another level. Once they reach a rest point in the dungeon, or once they leave back for town, they'll level up.

Additionally, the DM can create sidequests that reward the players with level much in the same way that a canonical dungeon would. This is good for helping make sure that players are strong enough to tackle each dungeon in the story.


Step 1. Your Class

Upon leveling-up, you get to choose a new class as your primary class. Or, if you want, you can re-take the one you already have. Whatever you chose, add it to the classes list.

Whatever your primary class now is, you'll choose a new ability to learn to the sideboard.

If your character was in possession of a Star Coin when they entered the level-up process, they may spend the Star Coin to learn the class's Doctrine ability instead. Once the Doctrine ability is learned, the Star Coin burns hot, bright, and cleanly, until there's nothing left at all.

Step 2. Your Vitals, Stats, and Scores

At the same time you decide which leveling method to use, you should also choose which growth method you'll be using as well. There are two methods to choose from, each with their own advantages.

Linear

Intended for players who are new to TTRPG's, linear growth is straightforward and simple.

Increase your max health, melee power, skill power, and magic power by adding your class's base scores. Increase your max stamina, mana, and focus by adding 1/4th (round down) of your chosen class's scores.

If you had chosen a new class, be sure to update your initiative, charge, carry and element values.

Exponential.

A bit more complicated than Linear, this method aims to solve the issue of power-gap between combatants of differing levels at higher ranks. This is because at lower levels the score difference is much greater and shrinks rapidly as players approach level 20. To solve this, the math switches from addition to multiplication.

From the beginning you'll be granted a multiplier called a Level Bonus (LB), which is based on your current level. The Level Bonus will be applied to your Health and Power scores. When you take a new class, you'll replace your current Health, Melee Power, Magic Power, and Skill Power with the scores from your chosen class. Beside each of them you'll list the final result of the base score multiplied by the Level Bonus - these will be your acting scores, which will be used primarily during gameplay.
Note: Your Stamina, Mana, and Focus scores increase by 1/4th of your chosen class's own stamina, mana, and focus - just like linear.

Level Bonus

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1.00 1.50 2.25 3.75 5 7 11 17 25 38 57 86 129 194 291 437 656 985 1477 2216

Step 3. Talents

Choose one of your Talents to increase by 1 point. No talent can go above 10.

Step 4. Abilities

During level-up, your old abilities list is replaced with the abilities from your new one. As an option, you may replace up to any amount of your class's abilities (except Doctrine and Natural) with abilities from your sideboard.

Mastery

Once your character reaches level 20, they become a Master.
From here on, the title of Master is attached to the title of your primary class. As a master, a new aura of power surrounds you that wasn't there before. Though you yourself are only vaguely aware of it, it can be easily sensed on an instinctive level by commonfolk and novice adventurers. It is compelling, and just a little alarming. You'll find that people don't treat you the same way they did before.

Additionally, as soon as you take on the master title, you learn one of your master-class abilities. Pick and choose one from among all the classes on your classes list. They're added to your sideboard and can be included into your ability list as a regular ability.

Master-class abilities are incredibly strong and incredibly useful. They'll come to define your character in the world, helping to establish their legend for generations to come.

Growth

Scaling

As you increase in level, it's proper that you as the player should have a full understanding of your character's scale in comparison to the world around them.

To begin, as an Adventurer, you're already ahead of the curve compared to civilians. Most people are level 0 - and you begin the adventure at level 1. What does that look like?

At level 1, your health is effectively double that of most people. In a way, you're already superhuman, and as your level increase, that measure of superhuman-ness only increases.

Additionally, since most civilians don't have classes, then they also don't have abilities. Adventurers really are amazing in comparison.

Level Perspective
1 Novice
This may well be your first time adventuring, and you reflect that green-ness in the way your carry yourself. In a way, you're still naive to the actual dangers of the profession, despite all forewarnings.

Despite all that, the glimmer of light also reflects the potential you have. If you carry yourself carefully, picking your fights with a discerning eye, and knowing friend from enemy, you'll make it far in life.

5 Journeyman
You've gone on your share of adventures and at some point you were forced to make a decision: retire to a simpler life, or make a commitment to Adventure's call. You chose the latter.

Now you have a clearer idea of where you're going in life, and better so, you have a clearer idea of how to get there. You're more comfortable with your newfound abilities, and you have a better ability to scale the strength of your opponents.

Wiser now, you know that you're the little fish in the pond. There are countless threats to you, and they're all leagues above you in power. In order to survive you'll need more than just cool abilities and shiny weapons, but a support system of lifelong friends of whom you have great chemistry with.

10 Expert
You've faced a great deal of challenges, had your share of successes and your share of mistakes. You don't rely on luck anymore; skill is your closest allie.

At this point in your career it's safe to say you aren't the small-fish in the pond anymore. To the civilian world you're like a one-man army. Your strength, fortitude, cunning, and abilities are more than 10x that of mere men.

Looking behind yourself, you see thousands of bodies - those who tried to go the distance and failed. Looking beyond, you see the next generation of Adventurers. Yet worse, your experience has granted you insight into who will survive.

Looking ahead, the actual threats to yourself are easily quantifiable. Your enemies can be named, and threats to the world are also your problem. The rich, the elite, and the powerful are now aware of you, and soon they'll demand you take a side.

15 Veteran
Near the top of the mountain, you look out and see that the world really is small. You've become something like a superhuman, possessing power beyond that of your wildest dreams. The world feels much more fragile than it used to be.

At this point in your career, you've clearly proven that you're more than just muscle, but mind and spirit as well. There's something bordering on demi-god about you, and the rulers of the world have noticed you. More than likely at this point you've gone into the employment of a nobleman or two.

Looking back, it seems that your youth are so far away; you remember being level 1 and thinking you were so tough. Though that sparkle of ignorance is gone, your fundamental nature has not changed, for which you are thankful.

20 Master
You reached the top of the mountain and now the whole world is spread out before you. You were right all along; the world really is small.

Your career has reached its zenith, and now there's nowhere left to go. Yet you certainly won't go down without a fight.

In a kind of irony, since your strength can no longer pull you up, you have nothing left but your wisdom. All the causes you fought for were certainly noble, but you know better now that these problems could've been solved better with peace - if only people were more patient.

Looking upwards you see just the blue sky. Yet as the sun sets, the stars appear. You still have a long ways to go.