Rule for leveling up: Borrowed somewhat from the Call of Cthulhu rules for increasing skills. This was inspired by a post by G.M. on dragonsfoot where he lamented the accumulation of gold=xp in the game which led to the unintended consequence of the initial equipment list being superfluous after character creation due to obscene levels of character wealth.
roll a d00 after each adventure. Each character level is equal to 10% on the d00. In order to level up a player must roll higher than his levelx10 on the dice. If successful, roll a d10. This is the fractional level added to your character.
example: Opcero is 3rd level. At the end of his adventure, the player is instructed by the referee to roll a d100. In order to gain experience he must roll higher than 30; he rolls a 56 and gains experience! He now rolls a d10 and scores a 6. Opcero is now level 3.6. At the conclusion of his next successful adventure He will again roll a d100 and will aim for a roll of 37+ If successful, he will then roll another d10 and thereby leveling him to anywhere from 3.7-4.6. Any level of 4+ will add all of the abilities of a 4th level character. This obviates the need for the DM to place treasure or to fill an adventure with monsters simply for XP. After 9th level (90%) all level-ups simply require a roll of 90 or higher on the d00. So a fighting-man who is 13.2 simply needs to roll a 90+ in order to add 1d10 more experience.
Characters will advance through lower levels quickly, but begin to slow down character advancement around level 5. Advancement above 9th level of course will be quite slow.
Sorcerers Sorcerers may only roll a d6 when gaining experience, unlike the fighting-man's d10.
Thanks Azafuse, I hadn't seen LordKilgore's version before. His still requires a bit more book keeping that I'd prefer, but seems well thought out. talysman. That's a smart idea reducing it to one die roll (for the fighting man at least). My thought was a roll of 10 was one full level.
I also kind of wanted to have "automatic triggers" to help guide referees on when it would be appropriate to check for a skill/level increase and also to keep players searching for bigger and better things to do and not allow them to level up by "slumming" in non-threatening environments for a whole session.
Prompts to a level check No more than one level check can be attempted per gaming session. Experiencing any one of the following will automatically grant a check at the end of the play session.
1. defeating an opponent of more HD or levels than your current characters. (No amount of killing lower level creatures will prompt a level check) 2. fully exploring a dungeon depth equal to your level. (a 2nd level sorcerer will never level-up exploring 1st level dungeons) 3. casting any ritual (these are dangerous enough that any use of sorcery during an adventure will allow for a level check) 4. thwarting any use of sorcery. 5. discovery of a point of interest in a previously unexplored hex on the carcosa map for the first time (this encourages adventurous activity). 6. making a saving throw that would otherwise result in death or mutation. 6a. failing a saving throw that results in a mutation. 7. discovery and acquisition of alien/great race/primordial tech. 8. learning a new ritual 9. becoming the savior or leader of a citadel/castle/village 10. destroying or enslaving the inhabitance of a citadel/castle/village