GrimLewd Leveling and Paths overview (Patreon)
Content
This post will explain my current understanding of how the leveling/tiering system works. Since this setting is very much a work in progress I will probably change some aspects of it over time
I will be using the terms level/tier and class/path interchangebly. I think tiers and paths sound cooler so that's how I discribe them in universe, but classes and levels are the common way of phrasing it. So I'll use both.
Overview
Getting a class is a mater of intent, action, identity and time. You must perform a role/profession/action over an extended period of time. You must see that role as a important part of your identity and you must consent to the class.
You won't get an accidental [blacksmith] class just for knocking out a couple of daggers for fun. And you will not get it if you truly don't want to be a [blacksmith]. Simply put, you actually have to be a blacksmith to become a [blacksmith].
There is no limit to how many classes a person can have, other than time and practicality. There's only so many things a person can truly be. Most people will take a primary path, related to their profession and a handful of additional ones to compliment their main class.
Each level in any class grants passive bonuses. Martial classes tend to give strength/dexterity or vitality. Intellectual ones boost memory etc. The higher your overall level, the more resistance you have to magical corruption.
Along with levels come passive and active [abilities]. Each time you level up there's a chance you will get or tier up an [ability], depending on what you spent time on since the last level up. Training and stretching your [abilities] to their limits is key to growing more powerful and broadening your [ability] toolset.
You can not lose a class, or levels. They can however be changed through corruption or path advancment.
Getting your first path
Pretty much every sentient being in the world of GrimLewd is given an option to take a [path] upon reaching later adolescence. For humans it would be around 16 years of age.
Most adolescents get offered multiple options for their first path based on their experiences and surroundings. Knowing this, most societies tend to try to steer adolescents towards more productive persuits.
Most paths are mundane/non magical. A [farmers] child will be very unlikely to be exposed to any level of magical knowledge or energy. As a result of that magical paths tend to be very rare and highly valued.
People living in more magically corrupted parts of the world are more likely to get offered magical variants of classes.
Path changes:
Any time you level up your classes can shift or merge. It almost always happens at tier 20, but it is possible in other tiers if something major changed in your life. A [wife] may turn into a [widow], a [warrior] into a [soldier] etc. depending on their experiences in life.
Corruption:
Magical corruption tends to extend the lives of humans, allowing them to reach higher levels over their lifetimes. Corrupted classes also tend to be easier to level and more powerful.
Corrupted classes also tend to be highly personalised. They are very dependant on a person's psychology, the situation in which they were acquired as well as the type of magical corruption involved.
Leveling:
You gain experience and levels differently depending on your path. Broadly speaking fighters do it by fighting, crafters by crafting, and thinkers by thinking.
Example: Billy the [blacksmith] gained his class at age 16 after apprentecing in his father's forge for 4 years. He is a kid of above average talent and drive, and he is happy to work in his father's proffesion.
Levels 0-10
An average person, with moderate drive and talent, will archive level 10 in their main class in about 10 years of moderate effort. At that stage they will be as skilled as a pathless human would be after a lifetime of training, but no more.
Example: At age 25 billy reaches level 10 of his class. His forge is always the right temperature, his hammer accurate and swift. He can tell a bad piece of metal at a glance, and he is very difficult to tire when he is at his forge. He can make pretty much anything, but he specialises in making armour.
As long as he's paying attention whatever he crafts will be of good quality, but not excellent. He is also mildly resistant to heat, and fire.
He is incapable of working with magical materials.
Levels 11-20
Reaching level 20 is an effort of a lifetime for a person of average talent and drive. Most will stall out between levels 15-19 due to lack of dedication. Most people are content with being simply good enough at their jobs.
Average age for reaching level 20 for a human of an above average talent and drive is 20 years after reaching level 10.
Starting at level 11, the path offers skills and buffs thet are supernatural in scope. No matter how much they trained, a pathless human would never be able to accomplish those feats.
Example: Billy, being a talented and driven lad, reaches level 20 at age 39. He is as strong as two men and inexhaustible. He is able to heat his forge to temperatures beyound what should be possible, and keep it at that level with less fuel. He can use magical materials to moderately improve his crafts, and stretch mundane ones to somehow make more with less.
Everything he makes is of great quality. If he puts in effort, he can create masterpieces.
He is completly immune to heat and fire. His aging is starting to slow due to the accumulation of levels.
Levels 21-30
You can only advance past level 20 after accomplishing a great feat. Win a fight in a spectacular way, create a one of a kind masterpiece, make a scientific breakthrough etc.
At level 21 your class may shift, specialise, or broaden depending on your great feat. It is also possible for a number of your classes to merge into one or split apart. It all depends on the feat you accomplished. It will define you for the rest of your life.
Paths over level 20 let you accomplish impossible things, in a way that's unique to you. Breaking through the level 20 cap will almost always set you for life in your chosen profession.
Less than one in ten thousand ever break through to level 21.
Example: At age 43 Billy, struck by inspiration, locks himself in his workshop for two months. In that time he nearly drives himself mad while creating a masterwork armour made out of fire infused metals. His [blacksmith] shifts into [Embermith], giving him ability to forge magical armours out of the fire alone.
He is skilled enough in mundane crafting, that he can easily supply an army with weapons and armour on his own. With time left over to focus on his magical crafts.
He's able to create one of a kind artefacts with unique magical properties.
Levels 31-50
Very few humans have ever archived level 30 and above. It is mostly the domain of the corrupted and the insane. There is no level cap, or a great feat requirement. Most humans simply don't live long enough to be able to reach this level.
Upon reaching level 31 you become a living legend. Less than one in a million ever reaches over level 30
Example: At age 73, frustrated with his old age and lack of advancement past level 30, Billy takes some corrupted levels. He is changed in body and soul. His essence is corrupted by fire and ambition.
Billy's corrupted soul gives him insight into the domain of fire and metal. He learns how to reforge fire spirits into armour, enslaving them and feeding off of their energy. He sets up his forge at the peak of the highest mountain in the kingdom and sets to work, reforging himself in search of immortality.
He lives for a very, very, very long time. The few of his creations that make it down the mountain shape the course of history. Wars break out over scraps of iron discarded from his forge.
Level 50+
Gods fear you. As they should.
Example: Billy captures the God of fire inside of a helmet of his creation. With it, he burns entire continents, and wipes out multiple civilisations. He uses the heat of the burning souls to fuel his great forge.
Finally he reforges his own fiery soul into something greater to become the new God of fire. All hail Billy the god of Fire and Torment!
Let me know what you think, and if you have any more questions about the system! I wanted to create a system that allows for insane feats BUT doesn't make lives of average people too crazy.