The topic of exp gain has certainly been touched upon, but mostly focuses on the result of leveling, rather than the cause. Currently we have exp gain via combat. A tried and true method, but one that limits access to future generations of champions and channellers looking for a spider to kill, as Grandpa Relias cleared out every beast on this side of the mountains 50 years ago.
There are a few methods, I will touch upon briefly:
- MoM: hire a hero, wait 1200 turns, and you have a demigod (+1exp per level, some traits varied this. Plus exp in combat)
- D&D: For all the rule lawyering, it is basically combat exp, and exp granted by doing something else that advanced the campaign.
- Obscure one - Vanguard: This was the creator of Everquest's magnum opus, but it flopped pretty badly. Anyway, it broke out the game into separate sections, so you had regular combat/quest exp, crafting exp, and diplomacy exp seperate. The idea was to have players specialize, but diplomacy was at best a mini-game and crafting a grind fest.
I would love to see some way to add flavor to exp gain, rather than just going out and clearing the neighborhood of ogres. Beta 3 may change things up a bit, but I usually just roll all my champs, sovereign, and kids in one party and go hunting to level them. At the point the kids are ready, it's hard to find creatures that aren't suicidal fights.
Some ideas:
- Designate one champion to be the diplomat or foreign minister, exp gain on successful treaties, marriages of state, etc. A champion trait to help influence diplomatic actions would be helpful too.
- City governor - oversee a big construction project, but some mechanism needs to be in place to make it so the champion's presence is needed for completion. I'd rather not see the player shove his capital city full of champions the turn before the 'Tower of Sorcery' is completed to net the exp gain. One option is to provide non combat quests to get special materials for said project.
- Scouting / quests - make exp gain a choice for quest competition. Instead of the fiery broadsword, you sell it and buy food for the village. Everyone loves you and you feel warm and fuzzy inside, which as we all know, means you've gained exp.
- Training - the bratty middle kid of Lady Tarth can get sent to the academy you built, and he nets exp gain up to a certain level. Basically the MoM model with some preconditions, because now we can set it so the scholar hut gets you +1 exp /turn and caps at lvl 2, but the school, academy, and hogwart's will add to either the exp gain, or level cap.
Thoughts?