A common mechanic found in roleplaying games is the Level. A level provides a means to measure the approximate power of a character. Levels are usually designated by a number that begins with 1 or 0 and progresses an integer at a time. However, Levels could also be designated by keywords such as novice, trained, and expert. The use of keywords to designate Level is usually referred to as Rank.
Levels are keyed to another mechanic, usually Class, or Experience, or both. However, level could be associated with Skills or other Traits that can be increased through play. Though, most gamers tend to associate level as an encompassing attribute that measures a character as a whole rather than individual traits.
The obvious (but usually overlooked) advantage of Levels is that it provides characters with the ability to increase power over time. It is a common expectation of roleplaying games, but it is not a universal trait shared by all RPGs.
Another advantage of Levels is reduced bookkeeping. By tying character statistics to a Level, it decreases the amount of values that a player needs to maintain. Having Level drive the effectiveness of abilities is a great method of simplifying the game.
The other advantage of Levels is the ability to determine the chances of character survival in against specific challenges. This allows Game Master (as well as publishers) to more easily create adventures and scenarios that are matched to the characters’ ability.
The primary disadvantage of using Levels, just like any controlling mechanic, is you add a layer of inflexibility. Levels place constraints on character Traits and story gamers may not like to play games that have levels because they feel it limits their roleplay (“Why can’t my level 1 dude take out a level 30 dragon?“).
From a design perspective, you also need to decide how much of the other mechanics are limited by level. A designer can trade flexibility for record keeping by allowing more traits to be unhindered by level (which increases bookkeeping).
Dungeons & Dragons is probably the most recognizable roleplaying game that implements levels. Third Edition used Character and Class Levels, and every character advances Levels at the same Experience values. Advanced Dungeons & Dragons had Classes that advanced at different Experience rates.
HARP uses Levels as a method of distributing Development Points that can be used purchase Skills, Talents, and Stats. Levels are obtained by gaining Experience.
Mutants & Masterminds uses Power Levels to determine the amount of Power Points a player can spend on a character.
With Echelon, I made the decision that I wanted Point-buy and with Powers that have Rank. Anyone who knows the Storytelling System will find this underpinning familiar. However, I wanted to break from the Storytelling System mold by providing a character Level (as opposed to the Levels of Power that are already there).
In Echelon, Levels are tied strictly to Experience. Once a certain amount of Experience has been achieved, a character gains a Level and all Level dependent Traits are recalculated. Some Traits or Powers may require a certain Level as prerequisite.
The character level will also provide a means to determine a base modifier that will be used in most Tests as well as providing a multiplier to increase the effectiveness of certain Traits (Mana & Vitality, which will be covered in a future article). Levels will help provide some built-in balance, even though my design principles maintain that balance is firmly in the dominion of the game master.