Skip to Content
 

How can I have heroes level up?

8 replies [Last post]
Blunder
Offline
Joined: 09/25/2012

Hey guys,

Following on from my post in mechanics I am trying to work out a way to have my heroes level up.

Currently a hero will be able to move, and fight crime (through a storytelling mechanic) search for clues to the baddies whereabouts, rest to refresh powers. I want to have them be able to search for "loot" for the want of a better word but I struggle to see how the mechanic of loot in a supers game. Any thoughts? One off powers seem possible, perhaps some special substance which unlocks more superpowers? Would love some peoples thoughts!

Toa Lewa
Toa Lewa's picture
Offline
Joined: 10/31/2013
XP

One of the most popular forms of leveling up is by gaining experience points (XP). XP is often gained by defeating enemies and higher difficulty enemies typically grant more XP. Once a character gains a certain amount of XP, they level up.

I realize that XP is used in a plethora of games, but it seems to be a pretty good system.

baberahamlincoln
Offline
Joined: 08/28/2012
Skill Points?

Maybe something abstract like Skill Points / Hero Points? These could be spent to acquire new powers, improve existing powers, or allow for rerolls / extra chances when things go wrong. Depending on how you do powers / heroes, this could work with skill trees or skill groupings.

Procylon
Offline
Joined: 06/27/2012
Is this a card game, board

Is this a card game, board game, combo, other?

Blunder
Offline
Joined: 09/25/2012
The game will be a board game

The game will be a board game but with a big book of stories in a similar vein to tales of Arabian nights. I want a few more mechanics though outside of fighting crime, dunno how get looting and the like into the game!

X3M
X3M's picture
Offline
Joined: 10/28/2013
Then what skills do you have

Then what skills do you have in mind for the players?
It is often that the type of levelling (XP spending or simply levelling up) depends on the number of skills and the type of skills. Sometimes the game requires you to specialize into something or have a penalty for each new level on a certain skill.

simons
simons's picture
Offline
Joined: 12/28/2008
Is your question, "What

Is your question, "What should happen when my characters level up?" (e.g. they get +1 to dice rolls, they get a new power, etc) or "How should I handle gaining experience?" (e.g. 50 XP and they gain a level, they must train to gain a level, etc)?

If it's the former, I think I'd need to know how mechanics were handled, and what you would like them to improve. (If you have put this in a previous post, could you please add a link to that post? I just signed on for the first time in a while)

If it is the later, I have always been a fan of paying to level up. Like, the character gains 30 loot points, so he can either buy a new gun, or clay pigeons that he can shoot to improve his accuracy.

knightshade
knightshade's picture
Offline
Joined: 02/08/2013
deck

What I'm doing with my game (looonngggg WIP) is a deck where each time you defeat a boss, you basically flip to the next card. I figure 10 levels, times 6 player characters is only 60 cards total. So not overly expensive. I am also planning on using the backsides for another purpose. But that's the general idea. My game only has 11 total bosses and the last boss, total of 12. An immersive, strategic game with character customization, but 10 levels is plenty and that's IF you beat all of them. If not then you go on without leveling. Its actually a mechanic in its own. But EXP to gain levels from a new deck of cards, or for a superhero game, maybe a level adter each "boss" would make sense. Or even half levels for mini bosses?

blgarver1982
blgarver1982's picture
Offline
Joined: 01/01/2013
Struggling with this too

Having the same qualm. Originally wasn't going to include levels, and put all the customizing / point spending at the beginning.

Now I've got several varying options, each increasingly more complicated.

I like the "buying" thing, and am considering doing that myself. Especially if your theme allows it to be buying new equipment. I'm leaning toward skill improvement instead of an overall level gain...but I'm still not sure yet.

A new gun could increase your character's accuracy, or damage. A new piece of armor or uniform could increase health, or protection. I find this way a little more intriguing than an arbitrary level. But then again, everyone loves to level up.

Are there dice involved? Might consider some sort of dice roll combined (added to, or multiplied by, etc) with an attribute (or stat, or ability, whatever they're called in your 'verse). Like...1d6 + INT = the reward. That could be some form of XP to gain levels, or skill points to spend straight into talents...

Syndicate content


forum | by Dr. Radut