Experience and Progression: Difference between revisions

From The Domains of Dread
Created page with "Player characters and non-player characters alike share the concept of having a level in ''The Domains of Dread,'' from 1st to 14th. Player characters will reach at least the 3rd level by the end of character creation and therefore must accumulate experience in order to progress through their remaining levels. == Experience in ''The Domains of Dread'' == There are two primary modalities for experience points in ''The Domains of Dread:'' hostil..."
 
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Player characters and non-player characters alike share the concept of having a level in ''[[The Domains of Dread]],'' from 1st to 14th. Player characters will reach at least the 3rd level by the end of [[Character Creation|character creation]] and therefore must accumulate experience in order to progress through their remaining levels.
Player characters and non-player characters alike share the concept of having levels in ''[[The Domains of Dread]]'' as a measure of development and power, from <code>1st</code> to <code>14th</code>. Player characters reach the <code>3rd level</code> by the end of character creation and therefore must accumulate experience in order to progress through their remaining levels.


== Experience in ''The Domains of Dread'' ==
== Experience in ''The Domains of Dread'' ==
There are two primary modalities for experience points in ''The Domains of Dread:'' hostile, and storyline experience. They may be conceived of as their own bank of experience that operates independently however contributes the same numerical points required to level up. The character's present experience points are obfuscated from the character menu and system messages regarding experience points are likewise limited:
Two primary modalities exist for experience in ''The Domains of Dread''—hostile, and storyline experience. These modalities exist separate from one another but contribute the same points required in order to level up. The character’s exact experience points are obfuscated in both the character window and using the ''<code>!menu</code>'' [[Chat Commands|chat command]]. Likewise, system messages regarding experience gain are limited:


* <code>Gained some hostile/storyline experience</code>: acquired minor point amount
* <code>Gained some hostile/storyline experience</code>: acquired minor point amount
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* <code>Gained major hostile/storyline experience</code>: acquired significant point amount
* <code>Gained major hostile/storyline experience</code>: acquired significant point amount


Characters may at any time guesstimate how far they are to the next level through their player menu and if they have banked a level up. Banked levels must be confirmed by successfully resting in order to progress to the next level. A character may only have one banked level up at a time.
Players may at any time see an estimate of how close a character is to leveling up through invoking ''<code>!menu</code>'', including if the character has banked a level. Banked levels must be confirmed by successfully [[Recovery and Rest Cycles|resting]] in order to initiate a level up. A character may have only <code>1</code> banked level at a time, but does not waste any received experience after a bank but before that level up is confirmed.


=== Hostile Experience <small>(HEP)</small> ===
=== Hostile Experience <small>(HEP)</small> ===
Hostile experience points are associated with combat challenges, and are acquired by:
Hostile experience is associated with combat challenges and is acquired by:


* Defeating hostile AI entities whose overall challenge rating meets or exceeds the character's level;
* Defeating hostile AI controlled entities whose overall challenge ratings meet or exceed the character’s level;
* Defeating hostile, named AI entities as part of a bounty or other assigned task;
* Defeating hostile, named AI controlled entities as part of a bounty or another assigned task;
* Disarming dangerous objects and/or traps not placed by other player characters;
* Disarming dangerous objects and/or traps which were not placed by another player;
* Completing an encounter involving hostile AI entities;
* Completing an encounter involving hostile AI controlled entities;
* Completing an [[Oubliettes|oubliette]] after the first time.
* Completing an oubliette after the first time.


Hostile experience points are subject to a rolling cap or maximum depending on the lifetime of the character and their present level. It will become increasingly difficult to accrue hostile experience points as this maximum is approached, until the character simply cannot receive any hostile experience points for a period best measured [[Glossary|IRT]].
Hostile experience is subject to a rolling cap derived from the lifetime of the character and their current level. It becomes increasingly difficult to obtain hostile experience from sources as this cap is approached until the character no longer receives any hostile experience at all for a period measured from hours to days [[Date and Time|IRT]].


=== Storyline Experience <small>(SEP)</small> ===
=== Storyline Experience <small>(SEP)</small> ===
Storyline experience points are associated with progression related to that character's arc, and are acquired by:
Storyline experience is associated with progressing a character’s arc in the roleplay and is acquired by:


* Making a discovery, such as identifying a lore object or item for the first time, or revealing a path for the first time;
* Making a discovery, such as identifying a lore object or item for the first time, or revealing a path for the first time;
* Participating in a [[Staff, Requirements and Applications|Game Master]] chaperoned event or encounter;
* Participating in a [[Staff, Requirements and Applications|Game Master]] chaperoned event or encounter;
* Roleplaying (writing in the chat window, whether emoting or speaking) to company of at least one other character;
* Roleplaying (writing in the chat window, whether emoting or speaking) in company of at least one other visible character;
* Completing an oubliette the first time;
* Completing an oubliette the first time;
* Traveling to new areas;
* Traveling to new areas;
* Speaking to non-player characters with specific, usually conditional dialogues.
* Speaking to non-player characters with usually conditional, specific dialogues.


Storyline experience points are not subject to any sort of cap, however characters who roleplay considerably over a day IRT may find that the system awards ticks relating solely about roleplaying more infrequently. This clamping is intended to occur only in select instances.
Storyline experience is not subject to any cap, however characters who roleplay considerably over a day IRT may be subject to the system awarding them less ticks relating to roleplaying through the day. This clamping is intended to occur only in select instances and is not expected to cause major roll-off in storyline experience gain.
 
== Progression in ''The Domains of Dread'' ==
Generally speaking, a fresh character at the <code>3rd level</code> may expect to reach the <code>14th level</code> within 4 months IRT of moderate play, defined as anywhere from 5-10 hours a week IRT. ''The Domains of Dread'' is balanced such that any given level will be composed of roughly <code>33%</code> hostile experience and <code>67%</code> storyline experience. Prior to the <code>9th level</code>, progression is appreciably faster than the last 5 levels required to reach the <code>14th level</code>.

Latest revision as of 01:30, 31 May 2025

Player characters and non-player characters alike share the concept of having levels in The Domains of Dread as a measure of development and power, from 1st to 14th. Player characters reach the 3rd level by the end of character creation and therefore must accumulate experience in order to progress through their remaining levels.

Experience in The Domains of Dread

Two primary modalities exist for experience in The Domains of Dread—hostile, and storyline experience. These modalities exist separate from one another but contribute the same points required in order to level up. The character’s exact experience points are obfuscated in both the character window and using the !menu chat command. Likewise, system messages regarding experience gain are limited:

  • Gained some hostile/storyline experience: acquired minor point amount
  • Gained hostile/storyline experience: acquired normal point amount
  • Gained major hostile/storyline experience: acquired significant point amount

Players may at any time see an estimate of how close a character is to leveling up through invoking !menu, including if the character has banked a level. Banked levels must be confirmed by successfully resting in order to initiate a level up. A character may have only 1 banked level at a time, but does not waste any received experience after a bank but before that level up is confirmed.

Hostile Experience (HEP)

Hostile experience is associated with combat challenges and is acquired by:

  • Defeating hostile AI controlled entities whose overall challenge ratings meet or exceed the character’s level;
  • Defeating hostile, named AI controlled entities as part of a bounty or another assigned task;
  • Disarming dangerous objects and/or traps which were not placed by another player;
  • Completing an encounter involving hostile AI controlled entities;
  • Completing an oubliette after the first time.

Hostile experience is subject to a rolling cap derived from the lifetime of the character and their current level. It becomes increasingly difficult to obtain hostile experience from sources as this cap is approached until the character no longer receives any hostile experience at all for a period measured from hours to days IRT.

Storyline Experience (SEP)

Storyline experience is associated with progressing a character’s arc in the roleplay and is acquired by:

  • Making a discovery, such as identifying a lore object or item for the first time, or revealing a path for the first time;
  • Participating in a Game Master chaperoned event or encounter;
  • Roleplaying (writing in the chat window, whether emoting or speaking) in company of at least one other visible character;
  • Completing an oubliette the first time;
  • Traveling to new areas;
  • Speaking to non-player characters with usually conditional, specific dialogues.

Storyline experience is not subject to any cap, however characters who roleplay considerably over a day IRT may be subject to the system awarding them less ticks relating to roleplaying through the day. This clamping is intended to occur only in select instances and is not expected to cause major roll-off in storyline experience gain.

Progression in The Domains of Dread

Generally speaking, a fresh character at the 3rd level may expect to reach the 14th level within 4 months IRT of moderate play, defined as anywhere from 5-10 hours a week IRT. The Domains of Dread is balanced such that any given level will be composed of roughly 33% hostile experience and 67% storyline experience. Prior to the 9th level, progression is appreciably faster than the last 5 levels required to reach the 14th level.