Thinking about this a bit, here’s something to consider. In the standard “leveling system” we bump a characteristic by +5 each time we fill 10 pips, each of which requires a roll of 10 or less on a test, ignoring boosts/curses, elixirs, bonuses or buying pips through training. So to go from say 50 to 80 would take 6 “levels” of 5-point gains, or 60 rolls of 10 or less, again ignoring boosts etc. Thinking about Martin’s suggestion of +5 for <=50, +2 for 51-60, and +1 for 61-79, again ignoring boosts etc, starting with 50, you’d go to 55, then 57, 59, 61, 62, 63… if I counted right it would be 23 “levels” to 80, or 230 rolls of 10 or less. That’s just under 4 times the base rules. This should definitely prolong your “leveling” experience rate. I am a little concerned that might be too slow for my liking, since I enjoy making new and varied adventurers as much as I like playing out one. I considered this: <=60 +5, 61-65 +4, 66-70 + 3, 71-75 +2, 76-80 +1. Again ignoring boosts etc, starting at 50, it would be 11 “levels” to 80: 55, 60, 65, 69, 72, 74, 76, 77, 78, 79, 80. That’s just under 2 times base game. Factor in that as you gain experience you also should accumulate gold, and CAN train and buy pips, costing 20,000 per level. If straight up paid for, levels from say 50-80, at 2000 per pip, 20k per level, in the base game it would cost 120k, Martin’s suggestion 23 x 20k = 460k, my suggestion 220k. In actual play you will certainly gain levels through a combination of good rolls, boosts (and maybe lose some with curses), buying pips, and drinking elixirs. Plus you can of course augment with bonuses from brews, potions, legends, spells, and time track modifiers. This is all food for thought. I’m going to try my leveling scheme with my current adventurer in World Builder, a Mt. Dwarf Hunter made with Quick Adventurer starting at 50 Str, 45 Dex, 25 Int, Fast Track boosted to 50 Str, 50 Dex, 25 Int, game play to date up to 57 Str, 58 Dex, 27 Int. Will let you know how it goes!