Optional rule for Progression by Level

By hellgeist, in Anima: Beyond Fantasy RPG

Hi everyone, I'd just like to share something I've implemented into my campaign. This optional method for character development is for GMs who want to emphasize the process of ascension, and make the rewards of leveling more tangible.

Generating Attributes (Method 5)
The first part is an alternate system for generating Attributes: all characters start with a pool of 55 points and distribute this across all their Characteristics. The rule is that you designate these at a cost of 1 for 1, within a range of 4 to 9. The one exception is maxing out: to give a starting lvl 1 character a 10 costs an extra point from the pool. This is because the means by which a starting character would even realize this potential is unlikely except in very unusual circumstances.

This creates a scenario where starting characters can be outstanding in some areas, but not at the top of the human food chain. A level 1 character then has something to work on - develop their potential!

Progression by Level
The second part of this house rule is that I added 1 characteristic point to every level of the Progression by Level table on pg 23. Using that scheme, all characters gain 1 Characteristic point ever odd level, and 2 Characteristic points ever even level.

While characters may start out with attributes that are equal or slightly superior to the NPCs supplied in the rulebook, they will gradually rise above ordinary humans, becoming quite exceptional from about lvl 6 onward, and far surpassing human standards by lvl 10.

This has helped me solve several problems as a GM:

  1. Creating an incentive for players to adventure and earn XP
  2. Reducing the occurrence of godlike level 1 characters
  3. Causing the use of Ki to make sense for characters who get higher level (by the time they have the Characteristic points to transcend the human threshold, they will also have acquired enough Martial Knowledge to afford to develop their Inhumanity).
  4. Some of the Advantages are now worth considering, such as Add on to a Characteristic or Increase One Characteristic to Nine .

This method may not work for some character concepts obviously, but for humans with a reasonable background story, it seems to work out quite well.

I solve the problem in another way around. I allow pcs to get extra CPs along the way, by "questing". I also allow them to buy anything (not just the extra attribute) with CPs at level-up, as far as the access is sensate. For example I wouldn't allow the Assassin to buy Natural Learner Intellectuals, since he spent no time studying them and his character has no mayor interest in them, but I could allow him to buy Natural learner in Subterfuge or Athletic skills, for example. I also allow them to "keep" their CP for even levels in order to spend it later for 2+CP advantages. I also allow them to spend their Even-Level CP to "power-up" their already existing advantages. For example the Freelancer in the group spent 2CP at creation for Natural Learner: Intellectuals (+5/Level on all Intellectuals). On Level2 I allowed her to spend her CP to turn it in 3CP Natural Learner (giving +10/Level to all Intellectuals). Since she never met the fighting I would have never allowed her to spend 1CP for a point of Martial Mastery, though.

Of course it's not easy task earning extra CPs and they'll earn them ONLY by completing mayor quests. I believe that Anima is a Japanese-style RPG. In Japanese RPG the hero(s) usually start as a level1 no-one, but his destiny is so "high" that he'll reach top-of-the-world abilities and will be able to crush every single deity in his way. Anima should be the same way. It's a JRPG adventure. Your heroes are the main characters, assuming they're just average adventurers is uncorrect. That's not the way of JRPG, that's the way of Occidental RPG. In the Forgotten Realms like hell a Level1 Mage is destined to get as powerful as Elminster or a fighter to match Drizzt in close combat. In FFVII Cloud eventually outmatches Sephirot. In ToS Lloyd can eventually crush Mythos Yggdrasil...and so on.

Of course these are my opinions and the way that fits better OUR way of playing. That's all.

I agree about rising to epic levels. This campaign requires an insanely high destiny, and I try to arrange as much available assets for the characters as I can give them while still requiring them to do some work for it. With your technique of awarding earned CP, how often can they earn it? Is it possible to earn one every level or does it vary?

Of course I allow them to earn their CP every even level, as by the manual. Apart from that, CP earning is Quest Based and not Experience Based. Hypotetically they can go through several levels without any or earn more during a single level...it's story driven...I suspect some of them might look into this forum, so I can't say too much or they would be spoiled future happenings...but there's a lot brooding for them...

hellgeist said:

Progression by Level

The second part of this house rule is that I added 1 characteristic point to every level of the Progression by Level table on pg 23. Using that scheme, all characters gain 1 Characteristic point ever odd level, and 2 Characteristic points ever even level.

My group is planing to do this for our game, that hasn't started yet.