A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session’s experience point awards.
Unlike normal games, in Thieves World, class levels do not carry with them their standard benefits.
Adding a level generally gives you new class abilities. When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, integrate all of the level’s class abilities.
- Skill Points
- Hit Dice
- An Ability Score increase
There are certain inherent problems that creep into game play when a system that was originally designed to have class as a part of it suddenly has class yanked out of it. For example, what if a player is trying to decide whether the effect of a spell can affect their character based on the number of Hit Dice they have? Since Hit Dice in this system will be bought as desired instead of gained every level, Hit Dice no longer becomes a legitimate means for determining the ability of a power or spell to effect a character.
In this case, and cases like it, in place of determining a character’s Hit Dice, it is easiest to find their effective character level Then, treat that result as the number of Hit Dice that a character would have when considering the effect of spells and power effects.
Additionally, certain class abilities talk about class level and character level. , and remains the same in all cases. Simply compare the experience earned with the experience table and you have the character level.
|Effective Character Level (ECL)||Total Experience Points Spent|