Level Up! But… why?
In a lot of contemporary crunchy games, leveling up also levels up the difficulty of the combat and noncombat challenges you face.
I understand the thrill of “number go up.”
But you quickly discover you’re graduating from goblins to orcs and orcs to ogres and ogres to giants and so forth. You still beat five of them in three rounds and lose 20% of your HP.
Your 75% chance to pick a rusty village bandit lock at level 2 is no different from the 75% chance you have to pick an enchanted gnomish clockwork lock at level 16.
But there’s a lot of effort required to create 400 pages of feats, class abilities, maneuvers, spells, and stuff to facilitate 20 level ups (or whatever the game has). So there’s got to be a good reason for doing all that work.(1)
Designers working on systems with levels — what’s your reason for including them? What benefit do they provide that’s worth all that work?
Designers working on systems with advancement, but not levels — what’s your reason for including advancement rules?
Designers working on games without advancement at all — what is that doing for your game?
(1) I wrote a whole blog post about some of the benefits of level / CR systems, so I’m not ignorant here. You don’t have to explain to me what D&D players get out of it. I just want to hear a diverse group of opinions and design goals for advancement systems from a diverse group of designers!