Levels or CPs

Printer-friendly versionPrinter-friendly versionSend to friendSend to friendPDF versionPDF version

At the beginning of the campaign, the GM will have to choose between using levels or CPs for character growth. Both methods are valid and it all depends on the GM’s (and the players’) tastes. Using CPs (the preferred method) will ensure character growth is linear and happens slowly over time while using levels will make the PCs abilities fixed until they reach a new level where it will rise drastically.

Method One: Using CPs

The preferred method, simply reward your players with CPs at the end of each session. Depending on the amount of accomplishments completed during the session, the reward will vary. Depending on your preference, you can have your players spend the earned CPs right away or at the beginning of each new session.

Method Two: Using Levels

This method will require a little bit more bookkeeping from the GM. Start the game at the desired Level and give the CP allowance associated with that level to the player to create his character. Once all the CPs have been spent, write the character’s level on the sheet. From now on, keep on a separate sheet the number of points each character accumulates at the end of each session. Once the number of CPs required to gain a level has been reached, give the total amount of CPs for the player to spend and start over again for each level. If a character accumulates more than the CPs needed to reach the next level, these points are not lost but carried over for the level after that. Here is the table that lists the level and CPS needed.

Level CPs
1 150
2 170
3 190
4 210
Each additional Level +20 CPs

Don’t forget that the higher in level a character reaches, the more impressive the feats he must do to gain CPs. If a fight against a gang of orc warriors was enough to earn a 1st level character 1 CP, it doesn’t mean the same holds true for a 5th level one. GMs will have to adjust the rewards as the characters grow in power.

Design Notes: Using either method won’t change the game flow drastically. And for players and GMs that prefer the “levelling up” feel of other RPGs, using Method two is perfectly fine.

Your rating: None Average: 3 (2 votes)


Lacks dual structure of level based advancement system

The thing that makes level based advancement different than point based advancement (at least in a Dnd vs. GURPS context) is that level based advancement has certain fixed bumps that a player must take (i.e. BAB, saving throws, hit points, class specific abilities) and certain player choice bumps (skills, feats). Your current "level" system does not share this dual structure. You only have player choice bumps. The primary resson for the "must take" bumps is that they simplify the advancement process by removing choice. Unless you have a similar dual structure, what is the point of a level based system?


Other than the feeling of characters improving by bumps, there is absolutely no need to use levels. Other than to "compare" PC powe between each of them. I haven't fully evaluated this thought on levels yet so more may be to come. I don't necessarily like the very strict "choices" in DnD when you level-up. I'd like the fact that Warriors in St-Valys will either have the option to keep spending their points in a very focused way on a small amount of weapon skills or spread them out to many ones with lower scores. I still want the growth to be linear over time. Check out the Controlling Character Growth section as it describes more the process around "levelling-up".