Character Growth & Development (Leveling)

The mechanic to express character growth in many RPG system is often called leveling up.  Leveling in RPG is both a blessing and a curse.  A blessing because of the rush a player gets when they advance and develop their character’s story.  A cruse because leveling usually requires worrying about experience points and grinding to get points.

Dynamic Rational Advancement Method Awards (Drama)

DRAMA removes much of the work in gaining and tracking experience.  The prime focus of the system is to point toward story and character development and away from merely killing and looting for experience. (Killing and Looting can be lucrative and fun, but not always necessary to advance a story or plot, (Current Hollywood trends notwithstanding.)

There are a suggested 12 points per level for everyone (no classes).  Thus, 12 DT to move from Level 0 to Level 1.  Another 12 DT to attain Level 2 (24 DT total).

If one prefers a progression that grows in difficulty, a weird concept but popular, then use your own system for advancing.  For example, make the advance tied to incrementing value.  2 more DT to achieve level 2 (14DT), 3 more to advance to Level 3 and so on.  Thus, it would take 14 DT to advance level 2.  17 DT to advance to level 3 under such a system.  The DN needs to decide the rate of advancement.  Advancement speed is tailored to the needs of the group and the advancement of the story.

I recommend each scene net players 1- 3 DT.  An act of 3 scenes might yield 9 DT, while an act with 4 scenes might be 12 DT and thus raise a level.  For player benefit they should feel their actions not only have effect on the current adventure but offer some growth toward harder stories.  In the example of a one act adventure in addendum that last scene has variable DT awards based on outcome.

It is also just fine to ignore the Token idea along with Experience points in general and promote players as you wish when you wish.  If it seems rational and acceptable to the player it is fine.  Like telling them they will advance if they complete 2 quests, or 3 quests, whatever.

It helps if you think of your entire campaign as a novel with chapters, or a play with acts and scenes. Award points for completion of a section of the story/play.

For illustration I will use the 3 Act Play.  You can find your own format inspiration to guide you.  It is the DN who decides the speed and requirements for character progression not a loot table.

If for the completion of each Act the player is award 9 drama tokens (plus any special DN awards for outstanding performance), by the end of 3 acts (3 sessions) the Hero or Heroine should have advanced at least 2 levels.  Only you can judge how long your specific Act should take but be aware time expands and one act of 4 scenes per session may be quite enough.

My “Act” is often comprised of 3-4 scenes at either the same or different locations.  A beginning, middle and end concept is useful.

Scene Difficulty Examples (Difficulty is always determined by DN)

  1. Minor Complication/Obstacle Event Worth 1 DT
  2. Serious Complication/Obstacle Event Worth 2 DT
  3. Critical Complication/Obstacle Event Worth 3 DT

Quest or Character goals might be considered in Drama Token award.  Failure of a quest is a valid ending to a story. That is what they call a tragedy.  However, the process deserves reward even if failure is the outcome of player action.  Win or loose is not the object of the play, the dramatic unfolding of player actions is the point.

Optional Side Note.
If the DN has many stories on the shelf and wants to offer choices to the players, then the level or difficulty of a story must be taken into consideration.  The “Easy” stories might be good for introduction to Doxies & Demons, to generate capital for the player, or develop personal goals, but the Drama Tokens should be adjusted. The basic DRAMA system assumes the Cast of the play matches the story difficulty.

Character Truth & Experience

It is suggested that players who work hard to maintain the motivations and truth of their character in actions and decision be rewarded.  This does not mean affecting voices or wearing funny hats.  It means keeping the actions and decisions of the character true to the character nature and personal arc.  I like it when a player reacts to situations according to their defined character not in the best way an objective observer might expect.

Level Benefits

Once a character advances to the next level several benefits are gained.  Life force gets a modest boost; Strike Value increases as does a Learned Capability.  Level advance does not affect Core Capabilities.  To change those a player would need to augment them with arcane options.

At each level advance several benefits accrue.

  • Melee or Missile or Magic strike value may increase by 1 (Must chose only one)
  • Life Force increases 3 points, plus any Durability bonus.
  • One learned capability level increase & + 1 to LC check value.
  • Quanta Pool increased 2 points plus any Magic bonus.

An increase in strike of 1 means that a primary strike value increase will match the same level of monster.  Monster level adds to strike die so at each monster level the player needs to advance in their strike level to remain constant.  That is, a 1st level player versus a 1st level monster is a parity.  A 0 level player vs a 1st level monster is at -1 strike.  To get a clear advantage over a peer level monster one needs more than base strike value increase.  One needs, better equipment, magical assistance or arcane tools.

Core Capabilities List

  • Might: Checks for Strength, affects weapon and armor use.
  • Agility: Check for Balance, affect weapon use and armor bonus
  • Magic: Check for Arcane Knowledge, affect Magic use.
  • Perception: Check for discovery, affects missile combat
  • Intellect: Check for understanding, affects Magic
  • Persuasion: Check for social engineering, parley,
  • Vitality: Check for shocks to the system, affects Life Force.
  • Durability: Check for things that cause special damage, affects Life Force.

Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)

  • Life Force = Vitality + Durability (Damage taken before “hors de combat”)
  • Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
  • Detect Danger = Perception + Intelligence (Chance to foil ambush or sense danger)
  • Missile Strike = Perception + Agility/2 (Chance to strike distant target)
  • Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
  • Magic Strike = Magic + Intellect/2 (Chance at successful incantation)

Core Capability Bonuses

As a Core Capability increased over a value of 12 special bonus are received.

  • Missile Damage Bonus
    For every 1 point over 12 of the CC for Agility the ranged damage is increased by +1
  • Melee Damage Bonus
    For every 1 point over 12 of the CC for Might the melee damage is increased by +1
  • Magic Strike Bonus
    For every 2 point over 12 of the CC for Intellect derived Magic Strike is increased by 1.
  • Defense Bonus
    For every 2 points over 12 of the CC for Agility the DAR value is increased by +1.
  • Fast Talk Bonus
    For every 2 point over 12 of the CC for Persuasion +1 moment to continue parley and stall hostile reaction.
  • Sixth Sense Bonus
    For every 2 point over 12 of the CC for Perception Detect Danger increased by +1.
  • Quanta Pool Bonus
    For every 1 point over 12 of the CC for Magic the quanta pool is increased by +2
  • Life Force Bonus
    For every 1 point over 12 of the CC for Durability the Life Force is increased by +2

Learned Capabilities List (May be modified by Level, magical items, equipment quality.)

  • Skullduggery = Perception + Agility/2 (jimmy door, pick lock, stealth etc.)
  • Huntsman = Durability + Perception/2 (Track, snare, survival, scout etc.)
  • Weapons Master = Might + Agility/2 (Special Attacks, Strike Bonus, etc.)
  • Scholarship = Intellect + Perception/2 (Decipher, Deduce, Discover etc.)
  • Healer = Intellect + Magic/2 (Field Dressing, Non-magical healing etc.)
  • Leadership = Might + Persuasion/2 (Number, morale, and loyalty of hired help)
  • Craftsmanship = Intellect + Agility/2 (Invent, build, repair, non-magic items)
  • Showmanship = Persuasion + Agility /2 (Duration and value of performance arts)