Ok, this has been discussed in depth a great deal already, so I'd like to use this forum to let everyone make their final preferences known.
Option 1: Keep the Darkness Rising game's XP system the way it is. ("Erfworld Style")
* This allows for individual leveling and leveling in the middle of a scenario.
* This system is inherently unfair, as certain classes and builds will be better at gain XP under many (most?) circumstances.
* This system requires that the GM make a special effort to create scenarios in which the low-XP units can catch up.
* Player death means the units start over at level 1, but could eventually catch up if they take or are given many XP opportunities.
Option 2: Switch to a system in which XP is divided evenly at the end of the mission. ("Dungeons And Dragons Style")
* All current players level at the same time.
* Player death means either : player takes over an existing campaign unit (which limits their new character options) or player starts at level 1 and can never fully "catch up" to the higher-level units, although they will probably level the lower levels much more quickly.
* If this option is chosen, I'll probably stop publicly declaring XP and simply declare whether units leveled after a scenario or not. (The only reason I'm publicly declaring XP right now is to have additional sets of eyes double-check the bookkeeping, which wouldn't be an issue under this system.)




