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Compare AntiGrinding.

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Compare AntiGrinding.
AntiGrinding. Contrast EarlyGameHell and HardModePerks.

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** The mons tend to learn moves faster at lower EvolutionaryLevels. Therefore, sometimes it's better 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 their evolved forms, so it's better to not evolve them until 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 too early, they won't be able to get it at all.
*** This was actually a plot point early on in the [[Anime/{{Pokemon}} anime]]. Pikachu was able to beat Lt. Surge's much more powerful Raichu by using a strategy involving a very fast move that Raichu never learned. Surge had evolved it too soon.

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** The mons tend to learn moves faster at lower EvolutionaryLevels. Therefore, sometimes it's better 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 their evolved forms, so it's better to not evolve them until 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 too early, they won't be able to get it at all.
*** This
all.[[note]]This was actually a plot point early on in the [[Anime/{{Pokemon}} anime]]. Pikachu was able to beat Lt. Surge's much more powerful Raichu by using a strategy involving a very fast move that Raichu never learned. Surge had evolved it too soon.[[/note]]
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*** This was actually a plot point early on in the [[Anime/{{Pokemon}} anime]]. Pikachu was able to beat Lt. Surge's much more powerful Raichu by using a strategy involving a highspeed move that Raichu never learned. Surge had evolved it too soon.

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*** This was actually a plot point early on in the [[Anime/{{Pokemon}} anime]]. Pikachu was able to beat Lt. Surge's much more powerful Raichu by using a strategy involving a highspeed very fast move that Raichu never learned. Surge had evolved it too soon.

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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 too 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 better 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 their evolved forms, so it's better to not evolve them until 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 too early, they won't be able to get it at all.all.
*** This was actually a plot point early on in the [[Anime/{{Pokemon}} anime]]. Pikachu was able to beat Lt. Surge's much more powerful Raichu by using a strategy involving a highspeed move that Raichu never learned. Surge had evolved it too soon.
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[[folder: Simulation Games]]
* This used to be an factor in VideoGame/CitiesSkylines, as buildings would grow taller and more complex as they leveled up so players trying to achieve a specific look would need to either cap leveling up on a building using a mod or avoid providing services to the area, thus avoiding buildings leveling up. Similarly the building policy High Rise ban caps level up to avoid buildings growing too tall. Averted with the Industries DLC, which offers the option of historical, allowing buildings to level up without changing it's appearance.
[[/folder]]
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Ultima II: Exodus

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* In ''[[VideoGame/UltimaIII Ultima III: Exodus]]'', all four enemies that appear on the main overworld at level 1 and 2 are one-shotted by the 0-MP spells Repel and Undead. But once someone reaches level 3, new enemies have to be defeated the slow, standard way -- and all you get from the levelup is more HP. Leveling is fully optional, so optimal play involves having [[FanNickname Ship the Druid]] reach level 5 to get a boat while the main four characters stay at level 2 for most of the game.
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* The masters in ''VideoGame/BreathOfFireIII'' teach skills, but each master teaches each skill only once (skills can then be transferred among party members). The reason to avoid leveling without masters is that they adjust your stat gains on leveling.

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* The masters in ''VideoGame/BreathOfFireIII'' teach skills, but each master teaches each skill only once (skills can then be transferred among party members). The reason to avoid leveling without masters is that they adjust your stat gains on leveling. In addition, bosses ''only'' teach their skills after you level up enough times, and obviously higher levels require more effort to reach.
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*** If you're 'lucky' enough to get a Black Knight to drop their weapon, of which there are a couple easily stumbled upon in the early game, this will bump you up to weapon level 5 before you're likely to have encountered a blacksmith and enough upgrade materials to get another weapon up to that level. Even worse is the high stat requirements of the Black Knight weapons
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\n** The LevelScaling mechanic introduced in ''Legion'' can result in mobs becoming harder to kill as you level up. In part it is because of the way gear works: if your item level is lower than what's expected for your level, you're going to do worse against a mob of the same level as you, and it will take some time after you level up to also replace your gear to match, unless you're using heirlooms. At some point they also made mobs at max level scale with ''item level'', which resulted in oddities like mobs being easier to kill with worse gear. ''Battle for Azeroth'' exacerbated the situation because it needed to bring level 110 players in powerful endgame gear down to a reasonable power level by the time they reached 120, and combined with level scaling for mobs, this resulted in characters feeling progressively weaker as they leveled from 110 to 120.
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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.

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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 too early, they won't be able to get it at all.

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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.

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** In ''VideoGame/FinalFantasyI'', ''VideoGame/FinalFantasyI'' remakes from 'Dawn of Souls' and up, 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: worked differently: 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.



*** If you ''do'' level up, it's best to wait until you have 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 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 Bonus abilities, which award an extra point (in the case of HP, an extra 10) to that respective stat upon leveling.
***
leveling. In fact without those 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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[[folder: Card Games]]

* In ''VideoGame/{{Shadowverse}}'', you gain slightly more Rank/Score Reward points if you win a duel against a higher-ranked player. Inversely, you are deducted lesser points if you lose against a higher-ranked player.

[[/folder]]
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  • wikignomes*


*** Due to the game's LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses.. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players). Another aalternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. (Though it provides free healing if done at a bed.) Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a [[WeakButSkilled strangely competent]] insomniac.

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*** Due to the game's LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses.. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players). Another aalternative alternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. (Though it provides free healing if done at a bed.) Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a [[WeakButSkilled strangely competent]] insomniac.
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** ''[[VideoGame/DarkSoulsI Dark Souls Remastered]]'' also bases invasion on on both Soul Level ''and'' the level of the most upgraded item in your possession. Purchasing any item from Quelana of Izalith [[note]]you can make Quelana appear in Blighttown by summoning anyone with Pyromancy Flame +10 or above by using password matchmaking.[[/note]] also affects you summoning range.
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* In ''VideoGame/TheWorldEndsWithYou'', a lower level means better battle rewards. Downplayed since you can [[DePower adjust your level]] as much as you want.
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* In ''VideoGame/GranblueFantasy'', lower-rarity characters provide a bonus amount of Prestige Pendants that the higher-rarity characters, but the bonuses are only counted for characters who are at the front-lines when the raid ends. For example, 3 R characters will net the player 24 Pendants in an Omega Showdown raid, while SR characters will provide only 12 Pendants in the same condition. SSR characters do not have this perk.

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*** Due to the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players).
*** If you don't feel like being a Munchkin, another alternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a strangely competent insomniac.

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*** Due to the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. progresses.. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players).
*** If you don't feel like being a Munchkin, another alternative
players). Another aalternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. (Though it provides free healing if done at a bed.) Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a [[WeakButSkilled strangely competent competent]] insomniac.



*** Another issue with the system is the fact that your allies during the main quest are some of select few humanoid [=NPCs=] that ''don't'' level up with the player. If you delay too long, allies are rendered useless and {{Escort Mission}}s are near impossible. On the other hand, if you immediately jump into the main quest, you'll find your allies overpowered, rendering things too ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.

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*** Another issue with the system is the fact that some of your allies during the main quest are some of select few humanoid [=NPCs=] that ''don't'' level up with the player. player, or have low level equipment even at high levels. If you delay too long, allies are rendered useless and {{Escort Mission}}s are near impossible. become extremely difficult. On the other hand, if you immediately jump into the main quest, you'll find your allies overpowered, much stronger than the enemies, rendering things too ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.

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Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].

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* ''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].''Franchise/TheElderScrolls''



** In ''[[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).
*** The fact that your allies during the main quest are some of select few humanoid [=NPCs=] that don't level up with the player hardly helps--if the player delays too long, allies are rendered useless and escort missions near impossible. On the other hand, if the player delays too little, he may find his allies overpowered, rendering things too easy and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.
** ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear and be replaced by more powerful draugr. Not too bad but this gets worse and worse as you get stronger and stronger, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.

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** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', Oblivion]]'':
*** Due to
the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world [[LevelScaling only level up when the player levels up]]. up. Pretty standard for a game with level scaling so far. However, you trigger can level up after 10 skill increases. Upon leveling up, your are given the level-up procedure by sleeping and there is nothing stopping you from continuing option to increase your skill levels (which determine Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your ''actual'' power) in character will become relatively ''weaker'' than the meantime. Although game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game does restrict a few things (though they are only available to higher levels, PC players).
*** If you don't feel like being a Munchkin, another alternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep,
it is entirely possible to complete beat the game's main quest at Level 2. This can all ''level 2''. The result in is the land world 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 level surpasses the scamps and skeletons or whatnot levels in which they'll spawn. For example, Scamps will be replaced with elite mooks wearing daedric armor who can kill you in two hits if stop spawning (or at least become incredibly rare spawns) once your armor is trash. Many, many user mods have balanced out this aspect of level reaches the game.
teens. Need Scamp skin to brew a specific potion? Tough luck. Better hope some randomly spawns in the inventory of an alchemist or apothecary. This also happens to a number of wild animal enemy types, which obviously makes [[TwentyBearAsses Twenty Bear Ass]][=-type=] quests harder to complete.
*** 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 level-scaled mook who are now, inexplicably, {{Damage Sponge Boss}}es. Further, enemy damage is ''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 capped'', making those very same mook-like enemies far more or less impossible to get through fights without resorting to dangerous.
*** Another issue with
the use of a GameBreaker (which there are plenty of, and thereby render things too easy, but still long and drawn out).
*** The
system is the fact that your allies during the main quest are some of select few humanoid [=NPCs=] that don't ''don't'' level up with the player hardly helps--if the player delays player. If you delay too long, allies are rendered useless and escort missions {{Escort Mission}}s are near impossible. On the other hand, if you immediately jump into the player delays too little, he may main quest, you'll find his your allies overpowered, rendering things too easy ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.
** ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' takes several lessons from ''TES''[='s=] ''VideoGame/{{Fallout}}'' sister series, greatly improving on ''Oblivion''[='s=] system. Level scaling is still present, but used much more you level up, the less common early enemies will be. Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear and be sensibly. For instance, instead of enemy classes phasing out entirely, they just become rarer while being replaced by stronger variants. The removal of Attributes also makes it difficult (though not impossible if you focus solely on non-combat skills) to experience EmptyLevels. It also introduces Perks, so that as you increase your skills, they not only get stronger, but you actually gain access to more powerful draugr. Not too bad but this gets worse abilities to use as well. It's not a perfect system though, and worse as you reach the highest levels, you'll get stronger and stronger, culminating in tired of [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except and [[DemonicSpiders Revered Dragons]] spawning all of the dungeons near Riverwood, which are kept at a low level intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead time. Further, the issue with ally [=NPCs=] not scaling to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.level persists, though has also been improved upon.
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** VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular draugr and skeletons would disappear, replaced by more powerful draugr, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.

to:

** VideoGame/TheElderScrollsVSkyrim'' ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear, disappear and be replaced by more powerful draugr, draugr. Not too bad but this gets worse and worse as you get stronger and stronger, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.
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** The "[[GameBreaker Danger Mario]]" setup stops working at very high levels, as the game forces you to upgrade HP (pulling you out of permanent danger) because you maxed out flower and badge points.

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** *** The "[[GameBreaker Danger Mario]]" setup setup, which stops working at very high levels, level 72 (out of 99) as the game forces you to upgrade HP (pulling you out of permanent danger) because you maxed out flower and badge points.points. But to actually get to that point you'll have to grind like crazy so the set up has quite a bit of use until then.
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* Resource management is a key feature in the mini {{Roguelike}} ''DesktopDungeons'', and levelling up will restore your HitPoints, ManaPoints and status. Hence, a widely-used tactic is to start fighting a boss while a few XP short of a level-up, burn through your resources, and then go squish a low-level monster for a mid-fight heal.

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* Resource management is a key feature in the mini {{Roguelike}} ''DesktopDungeons'', ''VideoGame/DesktopDungeons'', and levelling up will restore your HitPoints, ManaPoints and status. Hence, a widely-used tactic is to start fighting a boss while a few XP short of a level-up, burn through your resources, and then go squish a low-level monster for a mid-fight heal.

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* ''Franchise/TheElderScrolls''

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* ''Franchise/TheElderScrolls''''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].


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** VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular draugr and skeletons would disappear, replaced by more powerful draugr, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons and armor]] for [[cCurbStompBattle urbstomping people only hours into the game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons and armor]] for [[cCurbStompBattle urbstomping [[CurbStompBattle curbstomping people only hours into the game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons]] and armor for curbstomping people only hours into the game. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

to:

* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons]] weapons and armor armor]] for curbstomping [[cCurbStompBattle urbstomping people only hours into the game.game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
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[[folder: MMORP Gs ]]

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[[folder: MMORP Gs [=MMORPGs=] ]]
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

to:

* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons weapons]] and armor for curbstomping people only hours into the game. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
Is there an issue? Send a MessageReason:
None


* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

to:

* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' 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 [[LowLevelRun low-level runs]] and GoodBadBugs to twink insanely powerful late-game weapons and armor for curbstomping people only hours into the game. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Bloodborne}}'', if your character is below level 30, Chime Maidens would not spawn automatically in [[spoiler:Nightmare Frontier and Nightmare of Mensis]] unless you used a Sinister Resonant Bell to summon them or having a Co-Operator present. Without the presence of Chime Maidens, the other players cannot invade your world. Also, since your weapon level and upgrades do not affect the summoning range. A purposefully under-leveled character with late-game weapons and upgrades can [[CurbStompBattle obliterate new players without them]].
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* In ''VideoGame/{{Bloodborne}}'', if your character is below level 30, Chime Maidens would not spawn automatically in [[spoiler:Nightmare Frontier and Nightmare of Mensis]] unless you used a Sinister Resonant Bell to summon them or having a Co-Operator present. Without the presence of Chime Maidens, the other players cannot invade your world. Also, since your weapon level and upgrades do not affect the summoning range. A purposefully under-leveled character with late-game weapons and upgrades can [[CurbStompBattle obliterate new players without them]].

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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.

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