We've had a ton of threads on why Fighters can't have nice things recently. So it got me thinking... how can we represent a lot of what we see in fantasy lore in a levelled gaming system?
The first answer that came to mind was tiers. So for the purposes of discussion, let me "propose" a system that has three tiers. These are:
* Heroic Tier - In this tier, the game is focused on tactical combat. Fighters exist in this tier to stab people with swords. Apprentice Wizards exist to pepper the enemy with Magic Missile. Rogues backstab. The issues they solve are mostly "local" in nature - kill a chieftain, stab some goblins, and the like. Think Jon Snow (from A Song of Fire & Ice) when he's still a low-level dude stabbing wights.
* Royal Tier - In this tier, the game is focused on political intrigue. Generals exist to command armies. Powerful conjurers summon entire armies of elementals. Spymasters manipulate the courts of rival nations. The issues the PCs solve are mostly "national" or even "multinational" in nature. Manage a Kingdom. Lead a Crusade. Think Jon Snow when he takes command of all the forces on The Wall.
* Mythic Tier - In this tier, the game is focused on gaining divinity. Great Kings go out on a quest for immortality. Master Alchemists search for the Elixir of Eternal Life. Infernal Lawyers negotiate themselves to high positions in Hell. The issues the PCs solve now go beyond the mortal level - and enter the realm of Myths. Slay a God. Find the secret of immortality. Think Gilgamesh, Hercules, etc.
Now, here's a couple of rules regarding how the tiers interact:
1) The resource system changes depending on your tier.
The value of different resources change depending on the tier. For instance, in the Heroic Tier the adventurers would probably count individual gold coins to buy a sword. A King in the Royal Tier, by contrast, is more likely to use his influence over the Dwarven Forges in his territory to give him a nice shiny masterwork sword.
So, for the Heroic Tier, the resources are counted using individual gold coins.
When you hit the Royal Tier, individual gold coins don't matter anymore. You just have an overall "wealth value" which replaces gold coins. In addition to that (and more importantly), you have an "influence value" which can get you things that money can't buy... like command of the national army because the NPC Emperor really trusts you that much.
Finally, when you hit the Mythic tier, you get another resources known as the Divinity value - representing the amount of miracles you can perform based on how many people believe that you're really a God now.
2) Moving up a tier has requirements beyond XP.
A level 7 adventurer can't just break into the Royal Tier just because he has enough XP. He need to complete a capstone adventure first. To progress from adventurer to a royal, you need to complete an adventure that gives you enough wealth that you're set for life.
Similarly, when you move from Royal Tier to Mythic Tier, you need to complete a quest to give your PC a spark of divinity.
3) Characters do not have to go to a higher tier if they don't want to.
This may be controversial, but it totally fits a lot of stories. When an adventurer is level 7 and is about to hit level 8, he can choose to never progress to level 8 (even if he gets enough wealth). At that point, he can simply choose to retire, or he can continue "adventuring for fun" with the rest of the party and the game continue for him ala E6.
And the rationale for this is simple: Some people never "answer the call". A level 14 King with a really nice life may decide that Godhood may be too much and never progress to the Mythic tier.
Note though, that characters of different tiers generally should NOT adventure together (unless they're just helping each other get to the next tier). If some characters retire at the end of the tier, they can just bring in a new character of the appropriate tier.
4) Classes do not progress beyond their tier.
Let's say, for instance, that each tier consists of 7 levels. The Barbarian is a class under the heroic tier. What this means is that there is no level 8, 9, or high Barbarian. The Barbarian class stops at level 7.
If you want to go any higher, you must take a Royal Tier class that you qualify for. So at level 8, your level 7 Barbarian takes the Lord class.
The rationale behind this rule is simple: It ensures people get tier-appropriate powers. When the game focuses on political intrigue, the Barbarian can't remain
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So now that we've got a model, let's do a sample progression.
Say we start with a party of four guys - a Fighter, an Apprentice Wizard, an Acolyte, and a Hobo Rogue. They adventure together, go up in levels, and eventually slay a dragon. They get enough wealth and are now ready to progress to the Royal Tier.
At that point however, the player of the Hobo Rogue points out a Hobo doesn't really fit in a world of political intrigue. So the Rogue will retire and uses his share of the riches to open an inn.
The Fighter then progresses to become a Paladin (who has holy powers and numerous apprentice squires), the Apprentice Wizard becomes a True Wizard (who can now summon elementals to serve him), and the Acolyte becomes a High Priest (who has a congregation that follows him). Because they slew a dragon, they have gained enough wealth and influence to be given a tract of land by the King, to develop and settle. The player of the Hobo Rogue creates a new character - a Minister - who adds economic skills well-suited for this campaign level.
So they play in the Royal Tier, and eventually through a series of plots they reveal that the current King is evil. They lead the "Good guys" side in the civil war, win, and kill off the old king. Along the way, they uncover many valuable artifacts - including the Holy Grail which grants a spark of divinity.
At this point, it's time to go up another Tier. The High Priest's player decides that divinity is way too much for his character, and opts to retire the High Priest to the position of Pope. The Minister's player likewise retires his character to become the country's new Prime Minister. Only the Paladin and the Wizard decide to take a drink from the Grail and take that final, risky run to Godhood.
So at this point, the Paladin progresses to become a Living Virtue (think Christian Angel) whose former squires are now full Paladins looking for new converts, while the Wizard becomes a Nexus Archmage (a Wizard so powerful that he "leaks" magical energy, which can be tapped on by devout believers).
Early on their quest to Godhood, these two characters quickly meet and team up with the new characters the other two players choose - one is a Sworn Godslayer (think Kratos from God of War), and the other is an Air Elemental Queen. Together, they perform mythic tasks, slay demi-Gods, until a final battle against the evil God of War himself. During the battle, everyone is slain except for the Paladin - who finally assumes the mantle of becoming the new Goddess of War.
So there you have it. A possible progression from level 1 to Godhood for someone who started out as a Fighter. Is this system full of holes? Probably. Will this be enormously painful to write into an actual game? Definitely. Hence my disclaimer that this is just a thought exercise
