The TLS bases itself vaguely on the idea of associating play time with how many levels are gained, with levels being gained exponentially based on how many (approximately 4 hour long) sessions the players complete, as well as a few other prerequisites. In this way, it’s a bit like the tossed-around-idea of “milestone” leveling, but far easier to keep track of and keep consistent. It enforces the idea that players and characters are always learning, even passively.
This system encourages you to create a one-time leveling “map” that you’ll continue to use for the rest of your campaign. (Don’t worry! It can definitely be modified along the way.) There are a few ways to modify and create your own leveling “map” based on this system… But instead of speaking in hypotheticals, I’ll just show you one of my own first, and explain my rationale in a follow-up.
Level |
Prerequisites |
1 |
None; starting level |
2 |
Players have played one full session and have had at least one combat encounter. |
3 |
Players have played at least one full session and have had at least one combat encounter where each player has been able to take a turn since their last level-up. |
4 |
Players have played at least two full sessions and have had at least one combat encounter where each player has been able to take a turn since their last level-up. |
5 |
Players have played at least two full sessions and have had at least one combat encounter where each player has been able to take a turn since their last level-up, and they have accomplished at least one major story milestone. |
6 |
Players have played at least two full sessions and have had at least one combat encounter where each player has been able to take a turn since their last level-up. |
7 |
Players have played at least two full sessions and have had at least one combat encounter where each player has been able to take a turn since their last level-up. |
8 |
Players have played at least three full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
9 |
Players have played at least three full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
10 |
Players have played at least three full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
11 |
Players have played at least four full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up, and they have accomplished at least two major story milestones overall. |
12 |
Players have played at least four full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
13 |
Players have played at least four full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
14 |
Players have played at least five full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
15 |
Players have played at least five full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
16 |
Players have played at least six full sessions and have had at least two combat encounters where each player has been able to take a turn since their last level-up. |
17 |
Players have played at least six full sessions and have had at least three combat encounters where each player has been able to take a turn since their last level-up, and they have accomplished at least three major story milestones overall. |
18 |
Players have played at least seven full sessions and have had at least four combat encounters where each player has been able to take a turn since their last level-up. |
19 |
Players have played at least eight full sessions and have had at least five combat encounters where each player has been able to take a turn since their last level-up. |
20 |
Players have played at least nine full sessions and have had at least six combat encounters where each player has been able to take a turn since their last level-up. |
If you’re not wanting to bring your players all the way from level 1 through level 20, but still anticipate it lasting a few years (or otherwise anticipate that your campaign will last a much longer time period in general) simply delay the levels or increase the session prerequisites.
If you don’t anticipate your campaign lasting that long, there’s a few options: You may consider that you may not want your players to reach level 20 (very few campaigns plan all the way until level 20, in the first place). You might also consider starting your players off at a high level. Or, of course, you can speedrun the leveling system and decrease the session prerequisites to a maximum of “three,” as the DMG suggests. However, I would not recommend adjusting the other prerequisites, as I’ll go over in a moment.
I hope this guide helps you find a stable and easier way to keep track of levels in your campaign! Feel free to make your own level map, or steal mine, and keep it as a checklist. Leveling is something I struggled with consistently before making this system, and I find it much easier to cross off requirements after each session than trying to come up and add things as I go. Feel free to use as much or as little of this as you want, and happy DMing.