My Campaign Leveling System for EZD6 by DM Scotty * borrowed a bit from Space Gamer Magazine
Level 1
= 1 Hero Die (monsters and villains gain at Level 3)
Level 2 = +1 more Inclination (monsters & villains gain at Level 4)
Level 3
= +1 more Hero Die (monsters & villains gain at Level 5)
Level 4 = +1
more inclination +1 more Strike aka Wound (monsters & villains
gain at Level 6)
Level 5 = +2 more Hero Die (monsters & villains gain at Level 7)
Level 6 - +1
Spell Resistance Rolls +2 d6 either (1) Loyal Retainers, (2) Fan Club
(3) Cortege (4) Apprentices (5) Family (6) Disciples (monsters &
villains gain at Level 8)
Level 7 = +1 more Inclination +1 more Strike (monsters & villains gain at Level 9)
Level 8 =
Gain a Magic Steed +1 Scroll from Group 4, and 1 Scroll from Group 5
(monsters & villains gain at Level 10)
Level 9
= +2 more Hero Dice + Gain a title and domain if char does not
currently have one (monsters & villains gain at Level 11) +1 More Inclination
Level 10 = All Rolls against character are at -1 (monsters & villains gain at Level 12)
Level 11 +2 more Strike +1 Inclination (Never avail to monsters & villains)
Level 12 = All Rolls against character are at -2 (Never avail to monsters & villains)
To gain level
at end of session players will argue with RR for Ignobles. All 9 of
the Ignobles must be checked off to gain the next level. Players cannot
check off Ignobles for next level until all checked off for current
level. No forging ahead. The deeds must become ever greater and
challenging.
Adventure / Travel /Intrigue
Bard’s
Tale / Fame / Triumph
Battle / Military / Strategy
Crafty
Deeds / Cunning Skill Use
Magic / Fathoming the Unknown
Desires
Fulfilled / Profit / Power
Prudence / Forethought
Growth /
Leadership
Heroics / Audacity / Wounds
****This is an old system from Red Dog at Space Gamer Magazine