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* ''VideoGame/CaveStory:'' Many players insist that the level 2 Blade is better than the level 3 Blade: it does much more damage per second, provided you SpamAttack from very close. [[note]] This is because the Blade can only have one shot on screen at the time. At level two, the shot disappears once it hits the enemy, but at level three it keeps going, thus lengthening the time between shots.[[/note]]And the Nemesis is a LethalJokeItem that gets worse as you level it up: At level 1 it's one of the most powerful weapons in the game, and at level 3 its status as a weapon is a pure formality. And it levels up from a single experience pick up.

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* ''VideoGame/CaveStory:'' ''VideoGame/CaveStory'' has a couple of weapons that are better at lower levels. Fortunately, levelling up your weapons isn't permanent in this game, as you lose experience whenever you get hurt.
**
Many players insist that the level 2 Blade is better than the level 3 Blade: it does much more damage per second, provided you SpamAttack from very close. [[note]] This is because the Blade can only have one shot on screen at the time. time, but has no other delay between shots. At level two, the shot disappears once it hits the enemy, but at level three it keeps going, thus lengthening the time between shots.[[/note]]And the shots.
** The
Nemesis is a LethalJokeItem that gets worse [[ExaggeratedTrope intentionally pushes this trope as you level it up: far as possible]]: At level 1 it's one of the most powerful weapons in the game, having extremely high attack power, range, and firing speed. At level 2 it's average, and at level 3 its status as a weapon is a pure formality. it shoots rubber ducks that have extremely low range and do only 1 point of damage. And it levels up from a single experience pick up.
up. Interestingly, you get this weapon by exchanging the aforementioned Blade.

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* In ''{{Pokemon}}'', 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.

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* In ''{{Pokemon}}'', 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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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are also based on the total number of souls you've collected.[[note]] Though that system is a bit broken in the other direction as it's quite possible for someone to amass a lot of souls but lose them from dieing, or losing a moderate amount of souls frequently. This would make you have a high value despite being low everywhere else except play time since you never actually used those souls for anything.


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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. For this reason ''VideoGame/DarkSoulsII'' tones this down a bit, as also bases matchups are also based on the total number of souls you've collected.[[note]] Though collected, though that system is a bit broken in the other direction as direction: it's quite possible for someone to amass a lot of souls but lose them from dieing, or losing lose a moderate amount of souls frequently. This would make you have a high value despite being low everywhere else except play time since you never actually used those souls for anything.

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* In the fifth generation of ''{{Pokemon}}'', particularly in Black 2 and White 2, monsters would receive more experience from an enemy the lower the level of said monster. The equation didn't account well for level 1 monsters, which are only obtainable by breeding. With the proper exp modifiers, a level 1 mon could shoot up to somewhere between 50 and 70 by being swapped in during a high level trainer battle with a Blissey or Chansey. Attempt to do this at a higher level (i.e. 30) and you'll only end up gaining about 10 levels or so, if you're lucky.
** This mechanic is also present in the sixth generation, but it isn't nearly as exploitable.
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are also based on the total number of souls you've collected.


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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are also based on the total number of souls you've collected.

collected.[[note]] Though that system is a bit broken in the other direction as it's quite possible for someone to amass a lot of souls but lose them from dieing, or losing a moderate amount of souls frequently. This would make you have a high value despite being low everywhere else except play time since you never actually used those souls for anything.

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Kot OR clarification.


* In ''VideoGame/{{Knights of the Old Republic}}'', it is advantageous not to level up much on Taris (before you get your Jedi powers) since you get better stat bonuses as a Jedi. This doesn't mean you can't gain XP though; just don't click "level up".
** In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', some people actually take it to themselves to purposely keep Mira at a low level so she gets more Jedi powers.
*** Not just Mira - most of the characters can become Jedi, and Jedi classes are far, far better than non-Jedi classes. Aside from characters who are already Jedi, droids, and Mandalore, everyone can make the switch.

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* In ''VideoGame/{{Knights of the Old Republic}}'', Republic}}'': it is advantageous can be advantageous, depending on your class, not to level up much on Taris (before you get your Jedi powers) since you get better stat bonuses as a Jedi. This (This doesn't mean you can't gain XP though; just don't click "level up".
** In ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', some people actually take it
up".) Soldiers definitely should save levels; they have nothing to themselves to purposely keep Mira at lose. For scouts and scoundrels, on the other hand, the matter is a low bit more complex. Both classes have more skill points per level so she gets more than even the Sentinel (the so-called skills class; this was fixed in the sequel), as well as special feats that may help the player a great deal down the line. [[note]] A normally-leveled PC will exit Taris at level 8. Scouts get the three implant classes for free at levels 1, 4, and 8, while scoundrels have two levels of Scoundrel's Luck (+4 defense) and four levels of Sneak Attack (+4d6 damage when flanking, coming out of Stealth, or against an opponent unable to react).[[/note]]
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'': Lightsiders can train as many as four of their party members as
Jedi powers.
*** Not just Mira - most of
(Atton, Bao-Dur, Handmaiden/Disciple, and Mira). As in the first game, Jedi characters can become Jedi, outclass their Muggle counterparts, and Jedi classes the Sentinel class (Atton, Mira, Visas, possibly the PC) actually has an appropriate skill progression. However, there are far, reasons not to save levels. Mira picks up the Precise Shot feats (bonus damage with ranged weapons) for free every 4 levels until 20. Atton is essential on Citadel Station (you only have two party members for the duration) and also has the Scoundrel's Luck and Sneak Attack feats. Bao-Dur has a crafting ability that far better than non-Jedi classes. Aside from characters who outclasses anybody else in the party (including ''T3'' at first). However, the Handmaiden and Disciple are already Jedi, droids, and Mandalore, everyone can make the switch.both soldiers, making it a clear choice to save levels for them.

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** Also, on PVP servers you are safe from opposing players as long as you stay in your factions lower-level zones (designed for roughly the same level range). Unfortunately, the same can't be said for most NPCs in those zones.
** On the other hand, each of the previous level caps features a huge jump in the stats gained from equipment. This is particularly painful for characters using ''heirlooms'' which scale with the player level, and don't make that jump until the next level AFTER. As such, while you can enter the first Outland dungeon at level 58, it might be better to wait until level 61.
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[[AC:Survival Horror]]
* In ''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 the second game, some people actually take it to themselves to purposely keep Mira at a low level so she gets more Jedi powers.

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** In the second game, ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', some people actually take it to themselves to purposely keep Mira at a low level so she gets more Jedi powers.
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* Since ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are also based on the total number of souls you've collected.


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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are also based on the total number of souls you've collected.

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* Since ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by spending [[PracticalCurrency Souls]] on weapon and armor upgrade instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are instead based on the total number of souls you've collected.


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* Since ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] on weapon and armor to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are instead also based on the total number of souls you've collected.

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[[AC:Action RPG]]
* Since ''VideoGame/DarkSouls'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by spending [[PracticalCurrency Souls]] on weapon and armor upgrade instead of leveling up. Some {{griefer}}s take this to the extreme, using [[MinimalistRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. ''VideoGame/DarkSoulsII'' tones this down a bit, as matchups are instead based on the total number of souls you've collected.

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* A very general example: In a lot of [=RPGs=], leveling up heals you.

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* A very general example: In a lot of [=RPGs=], [[LevelUpFillUp leveling up heals you.you]].
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Fourth edition of \'\'what\'\'?


* This is usually not the case in RPG's but in 4th edition if your DM was keeping the game balanced with your level, there was a slight advantage to being a lower level character in that monsters used to scale faster than you could keep up with. However, Wizards of the Coast released the unnamed bonus feats as a patch for the scaling problem before it would have been an issue in most games.

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* This is usually not the case in RPG's but in 4th edition ''TabletopGame/DungeonsAndDragons'' 4E, if your DM was keeping the game balanced with your level, there was a slight advantage to being a lower level character in that monsters used to scale faster than you could keep up with. However, Wizards of the Coast developers released the unnamed bonus feats as a patch for the scaling problem before it would have been an issue in most games.
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** In a related case, leveling up traded pokemon beyond levels supported by your badges will make them disobey you. It isn't nearly enough though: the level they have to be at is so much higher than anything you can meet before acquiring the required badge that they can easily crush anyone even when only making a move every third or four turn.

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** In a related case, leveling up traded pokemon Pokemon beyond levels supported by your badges will make them disobey you. It isn't nearly enough though: the level they have to be at is so much higher than anything you can meet before acquiring the required badge that they can easily crush anyone even when only making a move every third or four fourth turn.
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** This is downright ''unfair'' in ''VII'' because, right before you can even take jobs, you're forced into a long, difficult dungeon with multiple ThatOneBoss candidates - and your characters are stripped of their natural skills in the process. If you know it's coming, you'll want to level grind, but as noted, that might be a bad idea. This dungeon, understandably, is where many players abandon the game.
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** In a related case, leveling up traded pokemon beyond levels supported by your badges will make them disobey you. It is a very slight disadvantage generally: they will still crush anything you can meet before acquiring required badge.

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** In a related case, leveling up traded pokemon beyond levels supported by your badges will make them disobey you. It is a very slight disadvantage generally: isn't nearly enough though: the level they will still crush have to be at is so much higher than anything you can meet before acquiring the required badge.badge that they can easily crush anyone even when only making a move every third or four turn.
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** The leveling in ''VideoGame/FinalFantasyVIII'' was a whole element of strategy because the enemies level up with you. The game can be beaten at disgustingly low levels. (There are no-level-up runs.) Despite no-level-up rounds... party members may ''still'' have maxed out stats and Ultimecia will be at a ridiculously low level on her first form.

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** The leveling in ''VideoGame/FinalFantasyVIII'' was a whole element of strategy because the enemies level up with you. The game can be beaten at disgustingly low levels. (There are no-level-up runs.) Despite no-level-up rounds... party members may ''still'' have maxed out stats and Ultimecia will be at a ridiculously low level on her first form. Indeed, it is far easier to beat the game at low levels than at high levels because of the way the magic junctioning system works - spells add a fixed amount to your stats, regardless of your level, meaning that you can become hyper-powerful at level 1, and the enemies will still be weak. There is even a convenient item which turns enemies into cards (and prevents you from gaining XP from them) you find fairly early on to make maintaining your low level easier.
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Removing a pointless spoiler tag.


* In the card game ''TabletopGame/{{Munchkin}}'', some of the more powerful monsters will allow low-level characters to retreat without having to make a die roll to successfully run away. [[spoiler:And because it's ''Munchkin'', it's of course quite legal to play a "gain a level" card on a ''rival'' who just so happens to be in that sort of situation...]]

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* In the card game ''TabletopGame/{{Munchkin}}'', some of the more powerful monsters will allow low-level characters to retreat without having to make a die roll to successfully run away. [[spoiler:And And because it's ''Munchkin'', it's of course quite legal to play a "gain a level" card on a ''rival'' who just so happens to be in that sort of situation...]]
situation...
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*** Not just Mira - most of the characters can become Jedi, and Jedi classes are far, far better than non-Jedi classes. Aside from characters who are already Jedi, droids, and Mandalore, everyone can make the switch.
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* ''VideoGame/CaveStory:'' Many players insist that the level 2 Blade is better than the level 3 Blade: it does much more damage per second, provided you SpamAttack from very close. And the Nemesis is a LethalJokeItem that gets worse as you level it up: At level 1 it's one of the most powerful weapons in the game, and at level 3 its status as a weapon is a pure formality. And it levels up from a single experience pick up.

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* ''VideoGame/CaveStory:'' Many players insist that the level 2 Blade is better than the level 3 Blade: it does much more damage per second, provided you SpamAttack from very close. And [[note]] This is because the Blade can only have one shot on screen at the time. At level two, the shot disappears once it hits the enemy, but at level three it keeps going, thus lengthening the time between shots.[[/note]]And the Nemesis is a LethalJokeItem that gets worse as you level it up: At level 1 it's one of the most powerful weapons in the game, and at level 3 its status as a weapon is a pure formality. And it levels up from a single experience pick up.
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* In the card game ''TabletopGame/{{Munchkin}}'', some of the more powerful monsters will allow low-level characters to retreat without having to make a die roll to successfully run away.

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* In the card game ''TabletopGame/{{Munchkin}}'', some of the more powerful monsters will allow low-level characters to retreat without having to make a die roll to successfully run away.
away. [[spoiler:And because it's ''Munchkin'', it's of course quite legal to play a "gain a level" card on a ''rival'' who just so happens to be in that sort of situation...]]
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Safer Sephiroth\'s max possible HP is 400k. Bosses from later FF titles, such as Barthandelus in FFXIII, can have HP in the millions.


** Safer Sephiroth has the highest HP of any FinalFantasy final boss, even [[VideoGame/FinalFantasyXII those from]] [[VideoGame/FinalFantasyXIII later titles]]! But there's still nothing stopping a player from spamming Knights of the Round.
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* In ''VideoGame/{{Fallout 3}}'', enemies don't level with the player, but as the player increases in levels, tougher enemies will spawn more frequently. When the DLC ''Broken Steel'' is added, this will include the [[BossInMookClothing Super Mutant Overlords, Feral Ghoul Reavers, and Albino Radscorpions]], all of which have high durability and damage.

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* In The enemies of ''VideoGame/{{Fallout 3}}'', enemies 3}}'' don't level up with the player, but as the player increases in levels, instead there is a higher chance of tougher enemies will spawn more frequently. spawning. When the DLC ''Broken Steel'' is added, this will include can result in the simplest journey from A to B being plagued by [[BossInMookClothing Super Mutant Overlords, Feral Ghoul Reavers, and Albino Radscorpions]], all of which have high obscenely-high durability and damage.
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* In ''VideoGame/TheElderScrollsIVOblivion'', enemies all over the game world [[LevelScaling only level up when the player levels up]], but because you activate leveling up by sleeping after gaining a certain amount of experience, it is possible to avoid leveling up by never sleeping. The trick is that while doing so, you can still individually increase skills in such a way that you're over-powered compared to the enemies you fight. Although the game restricts a few things to certain levels, the main quest can indeed be completed at level 2. Combining the increasing monster difficulty with the fact that careful metagaming and {{min max}}ing is ''required'' to avoid a chronic EmptyLevels effect, the game is a lot easier for an insomniac amateur than a well rested expert.

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* In ''VideoGame/TheElderScrollsIVOblivion'', the enemies all over of the game world [[LevelScaling only level up when the player levels up]], but because up]]. However, you activate leveling up trigger the level-up procedure by sleeping after gaining a certain amount of experience, it and there is possible to avoid leveling up by never sleeping. The trick is that while doing so, nothing stopping you can still individually from continuing to increase skills your skill levels (which determine your ''actual'' power) in such a way that you're over-powered compared to the enemies you fight. meantime. Although the game restricts does restrict a few things to certain higher levels, it is entirely possible to complete the main quest at Level 2. This can indeed be completed at level 2. Combining all result in the increasing monster difficulty with the fact that careful metagaming and {{min max}}ing is ''required'' to avoid land being saved from a horde of extremely feeble monsters by a strangely competent chronic EmptyLevels effect, the game is a lot easier for an insomniac amateur than a well rested expert.insomniac.
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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.

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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.
LevelScaling, especially in conjunction with EmptyLevels.
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** 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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[[quoteright:300:[[VideoGame/TheElderScrolls http://static.tvtropes.org/pmwiki/pub/images/low-level-advantage_3a_6528.jpg]]]]

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[[quoteright:300:[[VideoGame/TheElderScrolls [[quoteright:300:[[Franchise/TheElderScrolls http://static.tvtropes.org/pmwiki/pub/images/low-level-advantage_3a_6528.jpg]]]]



* In ''TheElderScrolls [[VideoGame/TheElderScrollsIVOblivion IV: Oblivion]]'', enemies all over the game world [[LevelScaling only level up when the player levels up]], but because you activate leveling up by sleeping after gaining a certain amount of experience, it is possible to avoid leveling up by never sleeping. The trick is that while doing so, you can still individually increase skills in such a way that you're over-powered compared to the enemies you fight. Although the game restricts a few things to certain levels, the main quest can indeed be completed at level 2. Combining the increasing monster difficulty with the fact that careful metagaming and {{min max}}ing is ''required'' to avoid a chronic EmptyLevels effect, the game is a lot easier for an insomniac amateur than a well rested expert.

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* In ''TheElderScrolls [[VideoGame/TheElderScrollsIVOblivion IV: Oblivion]]'', ''VideoGame/TheElderScrollsIVOblivion'', enemies all over the game world [[LevelScaling only level up when the player levels up]], but because you activate leveling up by sleeping after gaining a certain amount of experience, it is possible to avoid leveling up by never sleeping. The trick is that while doing so, you can still individually increase skills in such a way that you're over-powered compared to the enemies you fight. Although the game restricts a few things to certain levels, the main quest can indeed be completed at level 2. Combining the increasing monster difficulty with the fact that careful metagaming and {{min max}}ing is ''required'' to avoid a chronic EmptyLevels effect, the game is a lot easier for an insomniac amateur than a well rested expert.
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* ''{{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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* ''{{ADOM}}'' ''[[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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