History Main / LowLevelAdvantage

5th Jul '17 9:35:30 PM Axelmania
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* In ''TabletopGame/{{Rifts}}'' the Rifts Conversion Book allowed Diabolists or Wizards to change their O.C.C. to Techno-Wizard, but only if they were level 1 or 2. Many parasites from Atlantis and Splynn gave huge initial power but came with huge side effects as time/XP go by. Juicers reflect this too. Underseas' Cultists of the Deep reward for a high level is to be eaten by the Lord of the Deep.
* In ''TabletopGame/{{Nightbane}}'' World Book 3: Through the Glass Darkly, the spell creation rules prevented you from trying to modify a spell until you had gained an experience level. Palladium experience charts require much more XP as levels rise, making it harder for higher level characters to get a subsequent chance, and fewer total since most charts cap at 15/16. The ideal would be to learn all spells while level 1 and try to modify each spell until failure before gaining a level.
* In ''TabletopGame/{{PalladiumFantasy}}'' predecessor Palladium RPG, you got a d6 of HP for each level of experience. The high cost of high levels made it advantageous to use the multiclass rules to be level 1-4 in a bunch of meaningless OCCs like Farmer just as an easy way to rack up HP. The second edition introducing SDC and PE bonuses from Physical Skills made this option less attractive.
* In ''TabletopGame/{{MysticChina}}'' the NinjasAndSuperspies supplement by Erick Wujcik, a Reformed Demon began at its most powerful and lost stats as they leveled up and became more human.
* In any Palladium game, the common See Aura spell or psi gives an indication of level, meaning a high level character can be perceived as more of a threat.
10th May '17 11:21:24 AM Omeganian
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* In the second ''VideoGame/IcewindDale'' game, the Heart of Fury mode. You get less experience as you level further, so it's best to remain a low level until you get enough for leveling the rest of the way up at once. How do you get through the Heart of Fury mode with that? Well, the enemies are much tougher, but so are your summoned monsters. Just keep summoning undead while your party is invisible.
19th Mar '17 8:07:03 PM Tacitus
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* In ''TabletopGame/{{Zombicide}}'', the number and types of zombies that spawn at the end of each round or whenever you open a door are based on the highest-leveled player. Thus if one player has been grabbing all the objectives and scoring a lot of kills, their teammates may not have the skills or equipment they need to deal with the latest wave of zombies.
6th Mar '17 11:35:13 AM BeerBaron
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* In ''VideoGame/TheElderScrollsIVOblivion'', the enemies of the world [[LevelScaling only level up when the player levels up]]. However, you trigger the level-up procedure by sleeping and there is nothing stopping you from continuing to increase your skill levels (which determine your ''actual'' power) in the meantime. Although the game does restrict a few things to higher levels, it is entirely possible to complete the main quest at Level 2. This can all result in the land being saved from a horde of extremely feeble monsters by a strangely competent chronic insomniac.
** Avoiding leveling up is also advantageous because ''entire classes of enemies disappear from the game world'' if your class is too advanced. All of the scamps and skeletons or whatnot will be replaced with elite mooks wearing daedric armor who can kill you in two hits if your armor is trash. Many, many user mods have balanced out this aspect of the game.
** There's also the issue of damage being capped (via both available magicka and a limit on stats), while health is not. Basically, once the player reaches a certain threshold, their damage stops increasing, but the health of enemies around them isn't, leading to long, drown out and incredibly dull fights with not only bosses, but with a simple leveling mook. However, monster damage is not in fact capped, meaning that as the player reaches the point where they were supposed to be able to challenge the nine Divines themselves (say level 40 or so), it's more or less impossible to get through fights without resorting to the use of a GameBreaker (which there are plenty of, and thereby render things too easy, but still long and drawn out).

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* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' generally averts it, though one Imperial Cult quest provides an exception. If your Blunt Weapon skill is below 40, the quest reward will be a ring that improves it by 20 points when worn. If your Blunt Weapon skill is above 40, the ring will only increase it by 5.
**
In ''VideoGame/TheElderScrollsIVOblivion'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the enemies of the world [[LevelScaling only level up when the player levels up]]. However, you trigger the level-up procedure by sleeping and there is nothing stopping you from continuing to increase your skill levels (which determine your ''actual'' power) in the meantime. Although the game does restrict a few things to higher levels, it is entirely possible to complete the main quest at Level 2. This can all result in the land being saved from a horde of extremely feeble monsters by a strangely competent chronic insomniac.
** *** Avoiding leveling up is also advantageous because ''entire classes of enemies disappear from the game world'' if your class is too advanced. All of the scamps and skeletons or whatnot will be replaced with elite mooks wearing daedric armor who can kill you in two hits if your armor is trash. Many, many user mods have balanced out this aspect of the game.
** *** There's also the issue of damage being capped (via both available magicka and a limit on stats), while health is not. Basically, once the player reaches a certain threshold, their damage stops increasing, but the health of enemies around them isn't, leading to long, drown out and incredibly dull fights with not only bosses, but with a simple leveling mook. However, monster damage is not in fact capped, meaning that as the player reaches the point where they were supposed to be able to challenge the nine Divines themselves (say level 40 or so), it's more or less impossible to get through fights without resorting to the use of a GameBreaker (which there are plenty of, and thereby render things too easy, but still long and drawn out).
4th Mar '17 6:38:04 AM Quanyails
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** characters can reach level 30, but the merits of doing so are debated, and depend on the character. Higher level characters are much more likely to encounter [[EnemySummoner Archons and Arch Liches]], and may not be significantly more powerful.

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** characters Characters can reach level 30, but the merits of doing so are debated, and depend on the character. Higher level characters are much more likely to encounter [[EnemySummoner Archons and Arch Liches]], and may not be significantly more powerful.
21st Feb '17 5:37:47 PM Gosicrystal
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This trope represents {{RPG}}s where there are particular advantages to refraining from LevelGrinding. In {{MMORPG}}s, this feature is known as AntiGrinding. This can exist when there are benefits that are LostForever if you try immediate grinding, but also when there are tactical advantages caused by a level gain. Or when the game uses LevelScaling, especially in conjunction with EmptyLevels.

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This trope represents {{RPG}}s where there are particular advantages to refraining from LevelGrinding. In {{MMORPG}}s, this feature is known as AntiGrinding. This can exist when there are benefits that are LostForever [[PermanentlyMissableContent lost]] if you try immediate grinding, but also when there are tactical advantages caused by a level gain. Or when the game uses LevelScaling, especially in conjunction with EmptyLevels.



* ''VideoGame/CityOfHeroes'' prevented characters below level ten from receiving xp debt for a defeat. On the other hand, [[DeathIsASlapOnTheWrist xp debt isn't really a massive problem anyway.]]
** Also, there was an early period which drove completionists crazy, because the original design for the game involved characters [[LostForever outleveling mission arcs]] and the chance to even be introduced to many contacts. The idea (to individualize characters and their experiences) proved so unpopular that there were guides developed about how to get through missions with as little experience gain as possible. This eventually led to a "Turn Off XP Gain" checkbox buried deep in the game options, long before replaying missions was possible.

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* ''VideoGame/CityOfHeroes'' ''VideoGame/CityOfHeroes'':
** The game
prevented characters below level ten from receiving xp debt for a defeat. On the other hand, [[DeathIsASlapOnTheWrist xp debt isn't really a massive problem anyway.]]
** Also, there There was an early period which drove completionists crazy, because the original design for the game involved characters [[LostForever [[PermanentlyMissableContent outleveling mission arcs]] and the chance to even be introduced to many contacts. The idea (to individualize characters and their experiences) proved so unpopular that there were guides developed about how to get through missions with as little experience gain as possible. This eventually led to a "Turn Off XP Gain" checkbox buried deep in the game options, long before replaying missions was possible.



* ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' has numerous optional quests that are LostForever above a certain level. These include: [[spoiler:killing Kranach (vanishes at level 6), the Pyramid (levels 13 to 16 only), the Minotaur Maze (levels 22 to 27 only), and Keethrax (the druid won't assign it after the unicorn quest)]].

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* ''[[VideoGame/AncientDomainsOfMystery ADOM]]'' ''VideoGame/AncientDomainsOfMystery'' has numerous optional quests that are LostForever [[PermanentlyMissableContent unobtainable]] above a certain level. These include: [[spoiler:killing Kranach (vanishes at level 6), the Pyramid (levels 13 to 16 only), the Minotaur Maze (levels 22 to 27 only), and Keethrax (the druid won't assign it after the unicorn quest)]].
25th Nov '16 12:06:12 PM DastardlyDemolition
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** In ''VideoGame/FinalFantasyI'', your stats growth was affected by your current class, so you got the best stats by leveling up as little as possible before the class upgrades.
*** The above only applies to the remakes from 'Dawn of Souls' and up. The original NES and Origins versions averted this: the stats each class gained on level-up were determined by a table, each level having certain 'guaranteed to go' stats. Every time you levelled, you automatically gained a point in each of those stats, as well as having a 25% chance for each of your other stats to go up. The only character who actually suffered from this trope was the Black Belt, who gained 4 magic defense (a hidden stat) per level, while after class change, the Grand Master only gained 1 magic defense per level, presumably as a result of a bug. Having a ribbon (all elemental resistances) equipped made it moot though.
** In ''VideoGame/FinalFantasyIII'', all of your stats except max HP change upon changing classes. You gain HP based on your Vitality stat when you level up, so it's best to wait until you open the Karateka or Ninja classes which have the highest Vitality to do a lot of your LevelGrinding if you want to have more HP at the end. Similarly, you might want to unlock and change to the initial job classes as soon as possible to avoid weak HP gains from being Onion Knights.



** Here's a marginal example in ''VideoGame/FinalFantasyVII'': The final boss - Sephiroth - gets a severe stat-boost if you've hit the level cap at 99. Anything below that, and he'll have his original stats, meaning that the ideal conditions for taking him on is Level 98. He'll also get a massive HP boost if you've been spamming Knights of the Round on the two bosses before him.



** In ''VideoGame/FinalFantasyI'', your stats growth was affected by your current class, so you got the best stats by leveling up as little as possible before the class upgrades.
*** The above only applies to the remakes from 'Dawn of Souls' and up. The original NES and Origins versions averted this: the stats each class gained on level-up were determined by a table, each level having certain 'guaranteed to go' stats. Every time you levelled, you automatically gained a point in each of those stats, as well as having a 25% chance for each of your other stats to go up. The only character who actually suffered from this trope was the Black Belt, who gained 4 magic defense (a hidden stat) per level, while after class change, the Grand Master only gained 1 magic defense per level, presumably as a result of a bug. Having a ribbon (all elemental resistances) equipped made it moot though.
** In ''VideoGame/FinalFantasyIII'', all of your stats except max HP change upon changing classes. You gain HP based on your Vitality stat when you level up, so it's best to wait until you open the Karateka or Ninja classes which have the highest Vitality to do a lot of your LevelGrinding if you want to have more HP at the end. Similarly, you might want to unlock and change to the initial job classes as soon as possible to avoid weak HP gains from being Onion Knights.
* Here's a marginal example in ''VideoGame/FinalFantasyVII'': The final boss - Sephiroth - gets a severe stat-boost if you've hit the level cap at 99. Anything below that, and he'll have his original stats, meaning that the ideal conditions for taking him on is Level 98. He'll also get a massive HP boost if you've been spamming Knights of the Round on the two bosses before him.
25th Nov '16 12:04:15 PM DastardlyDemolition
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* In ''VideoGame/FinalFantasyVI'', most Espers give a special level up stat bonus. Therefore, it's best to save all your level ups for when you have some Espers with stat bonuses.

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* The ''Franchise/FinalFantasy'' series:
**
In ''VideoGame/FinalFantasyVI'', most Espers give a special level up stat bonus. Therefore, it's best to save all your level ups for when you have some Espers with stat bonuses.
6th Oct '16 7:19:58 PM nombretomado
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* An ''EverQuest'' server made PlayerVersusPlayer combat ineffective against characters under level 6. [[http://www.notacult.com/fansythefamous.htm Fansy the Famous Bard]] exploited this by "training" monsters. This involved taunting monsters and running away from them toward player characters of the opposite faction so that the monsters would slay the other characters. Because this FragileSpeedster never got any kills himself, he stayed on level 5.
* ''WorldOfWarcraft'' features a heavily reduced difficulty curve for players below level 20, primarily affecting mana and health regeneration but also how certain stat modifiers scale. The curve is pronounced enough that a properly equipped level 1 character could theoretically outdamage a level 10. However, since base stats are fixed at each level, there's no advantage to exploiting this in the long term unless you plan to be a Battlegrounds twink.

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* An ''EverQuest'' ''VideoGame/EverQuest'' server made PlayerVersusPlayer combat ineffective against characters under level 6. [[http://www.notacult.com/fansythefamous.htm Fansy the Famous Bard]] exploited this by "training" monsters. This involved taunting monsters and running away from them toward player characters of the opposite faction so that the monsters would slay the other characters. Because this FragileSpeedster never got any kills himself, he stayed on level 5.
* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' features a heavily reduced difficulty curve for players below level 20, primarily affecting mana and health regeneration but also how certain stat modifiers scale. The curve is pronounced enough that a properly equipped level 1 character could theoretically outdamage a level 10. However, since base stats are fixed at each level, there's no advantage to exploiting this in the long term unless you plan to be a Battlegrounds twink.
26th Aug '16 9:01:52 AM Morgenthaler
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[[AC:ActionAdventure]]

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*** If you ''do'' level up, it's best to wait until you have <Stat> Bonus abilities, which award an extra point (in the case of HP, an extra 10) to that respective stat upon leveling.
*** In fact without those <Stat> Bonus abilities, enemy stats generally increase faster than your party's, not to mention that enemies will gain new attacks at higher levels, making the game harder if you level.

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*** If you ''do'' level up, it's best to wait until you have <Stat> Bonus abilities, which award an extra point (in the case of HP, an extra 10) to that respective stat upon leveling.
*** In fact without those <Stat> Bonus abilities, enemy stats generally increase faster than your party's, not to mention that enemies will gain new attacks at higher levels, making the game harder if you level.



** The mons tend to learn moves faster at lower EvolutionaryLevels. Therefore, sometimes it's best to keep them from evolving until they learn their final move, which can be five to 10 levels lower than in the evolved form. Also, Pokemon that evolve using stones, with the exception of Eevee, have a very limited movepool in its evolved forms, so it's better to not evolve them after their previous form has learned all the attacks it needs. Some moves can only be learned if a Pokémon is at a particular stage of development, and if it evolves to early, they won't be able to get it at all.

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** The mons tend to learn moves faster at lower EvolutionaryLevels. Therefore, sometimes it's best to keep them from evolving until they learn their final move, which can be five to 10 levels lower than in the evolved form. Also, Pokemon that evolve using stones, with the exception of Eevee, have a very limited movepool in its evolved forms, so it's better to not evolve them after their previous form has learned all the attacks it needs. Some moves can only be learned if a Pokémon is at a particular stage of development, and if it evolves to early, they won't be able to get it at all.



[[AC:Survival Horror]]
* In ''VideoGame/DeadIsland'' the enemies gain power along with the player so often leveling up only serves to reduce the effectiveness of your current equipment. This is especially obvious in subsequent playthroughs where you can earn huge XP rewards for challenges that were partially completed by your predecessor, giving you multiple simultaneous level ups that tend to leave you rather helpless until you can find some upgrades. At very low levels the enemies can be killed pretty easily and you can make use of the numerous grey quality weapons that are soon rendered useless as the enemies toughen up. Unfortunately XP cannot really be avoided as you receive large amounts for completing story missions.

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* In ''VideoGame/DeadIsland'' the enemies gain power along with the player so often leveling up only serves to reduce the effectiveness of your current equipment. This is especially obvious in subsequent playthroughs where you can earn huge XP rewards for challenges that were partially completed by your predecessor, giving you multiple simultaneous level ups that tend to leave you rather helpless until you can find some upgrades. At very low levels the enemies can be killed pretty easily and you can make use of the numerous grey quality weapons that are soon rendered useless as the enemies toughen up. Unfortunately XP cannot really be avoided as you receive large amounts for completing story missions.

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