First has anyone done anything to extend the levels in Anima without making high level characters too ridiculous? What I mean by this is I personally do not like the fact that the characters are really powerful at level 10, let alone 15. What I want to do is have a leveling base where level 10 is still low, but when you get to ( say the 50th level ) that is where the real meat and potatoes start coming forth. More like the leveling system out of final fantasy, or to show the difference between say Raditz from Super Saiyan Goku in Dragon ball Z. I have already tried doing something, but found I would probably have to rewrite everything to make it fit ( which I don't want to do ). Does anyone have any idea how to implement this with the Anima system. ( What I mean by too ridiculous, is using the current system to allow characters to get to level 100 or so.)
Character Levels
There are a lot of ways to do this. Two I can think of at this point is;
1. Keep the starting DP, but only grant +20DP/level, and divide all the class bonuses by 5 (or grant them every level that ends in a 1 or 6: 1,6,11,16,21,26...). Then a level 1 character = a level 1 in the old system, but a level 6=level 2, level 11=level 3, level 16=level 4...level 46=level 10. Then grant +1 to a stat to every level that ends in a 6 (6, 16, 26, 36...) All this does, however, is decrease their power per level. They can be called "level 31" but really they are just level 7's.
You can extend this further by making the point gains 10DP/level, granting class bonuses every 10 levels, and stat bonuses every 20. in this system a level 1=level 1, level 11=level 2, 21=3, 31=4 etc. This means you can get to level 101 and be only level 10 in the official system.
2. Increase the strength of everyone else. If a normal peasant is level 2, a normal soldier in the army is level 7, and your average general is level 18 it makes characters at level 1 be the same power themselves, but effectively less powerful in the world. The only problem with this is Attributes would mess with the system. Either have them less often (every 4 levels, or every 6 levels), or make increasing them worth less (possibly double the current system...If you care i can do the math but I am too lazy at the moment). This requires a lot more work than the first one.
I know there are more but I can't think of any ATM. I suppose the question I have to ask is: Why? Do you want to be level 50 in name only, or is it to create more levels of things to fight...or something else?
More or less it is to differentiate between different creatures, and power levels. Going from one level to the next is pretty much a huge jump (100 DP). I appreciate the information, and actually like your first answer. Not sure whether I want to use the 10 DP or 20 DP rule. Its more or less to show the actual development over time, which gives more ( I hate to say ) reality to their progression. Which makes the rules for Learning Ki on pages 14 and 15 in the Dominus Exxet book a little easier to stomach for some. Instead of a character getting 100 DP but not being able to use all of it, because they have not spent enough time to learn the ability or Martial Art. Also I like the sense of leveling every game session, for a sense of accomplishment (The fact that you gain exp does not cut it). For a better idea of what I am talking about, think about the GURPS system. Even though there are no levels, you can have a character worth say 200 points, and 210. There is a difference between the two, but very little.
I had a lot the same problem. To solve it I use percentages and award DP as they gain XP, instead of level. In example from level 1-2 takes 100XP so 20xp awards 20DP (20/100=20%) but from level 2-3 it takes 125XP so 20xp is worth 16DP (20/125=16%).
You will have to change how XP relates to leveling up, be that by decreasing the xp needed to level or awarding a lot more xp is up to you.
You know that is a really good point, and I will probably implement it in my next campaign. Thanks for your input, though seems that you and a couple others are the ones who help everyone else with their inconveniences in this system. So on behalf of everyone thank you.
I do basically the same thing as Lia. I've got an 'xp log' for the players and I've divided up each level into 10 DP blocks. The xp you need to earn a block of 10 DP increases, but you still earn 10 over the course of the level. They keep track of what they've spent things on with the log so we don't have to worry about spending too much into a category.
Further, since I use the rules from Anima Excett (the 5 skills getting +10 and two natural bonuses) I've divided those up as well. Every 2 blocks of 10 DP your earn, you also get +10 to a skill. At 5 blocks and 9 blocks you get the two natural bonuses. At 10 blocks, you get your class level benefits.
That way I feel like the characters are learning gradually from their experiences. I even dispence with training times for their free skills if they are related to stuff they've been doing in game (oh, so you've been sneaking around a lot... if you want to level up Hide or Stealth, you can do that immediately, otherwise you'll need some down time).
Tywyll I like that idea better. I'm going to use that.
Just one question Tywyll, how do you divvy up the MK, I have a good idea (because it is probably obvious) however I still want to see what you have to say.
nameless81 said:
Just one question Tywyll, how do you divvy up the MK, I have a good idea (because it is probably obvious) however I still want to see what you have to say.
Well, in my campaign, since I use training times, when they gain MK is not as relevant as how much time they have to spend those points.
But, if I were not using the training rules, I'd probably spread out the MK in chunks of 10, starting at the 10th DP break point and working back.
So, if a character gained 50 MK per level, they'd get 10 at 6, 7, 8, 9, & 10 DP blocks.
If they earned 30 MK they'd get them at 8, 9, and 10
25 would earn 5 at 8 and then 10 at 9 and 10.
etc.
You could spread them out further so you are getting them earlier in the level, but since the MK numbers vary so much, and anything less than 5 is worthless, I'd probably avoid that for fiddliness sake.
nameless81 said:
Just one question Tywyll, how do you divvy up the MK, I have a good idea (because it is probably obvious) however I still want to see what you have to say.
Well, in my campaign, since I use training times, when they gain MK is not as relevant as how much time they have to spend those points.
But, if I were not using the training rules, I'd probably spread out the MK in chunks of 10, starting at the 10th DP break point and working back.
So, if a character gained 50 MK per level, they'd get 10 at 6, 7, 8, 9, & 10 DP blocks.
If they earned 30 MK they'd get them at 8, 9, and 10
25 would earn 5 at 8 and then 10 at 9 and 10.
etc.
You could spread them out further so you are getting them earlier in the level, but since the MK numbers vary so much, and anything less than 5 is worthless, I'd probably avoid that for fiddliness sake.