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==Types== Some games use hybrid advancement systems that combine elements from more than one of the following types. ===Level-based progression=== {{distinguish|Level (video games)}} In many role-playing games, such as games derived from ''[[Dungeons & Dragons]]'' (''D&D''), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats increase, making the character stronger and able to accomplish more difficult tasks, such as safely battling stronger enemies, gaining access to more powerful spells or combat techniques, or resolving more difficult social challenges. Typically, levels are associated with a [[character class]], and many systems allow combinations of classes, allowing a player to customize how their character develops. Some systems that use a level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience. For example, ''D&D'' 3rd Edition bases the creation of [[magic (paranormal)|magical]] items around a system of experience expenditure (known as ''burning xp''). The [[d20 System]] introduced the concept of [[Prestige class (Dungeons & Dragons)|prestige class]]es, sets of mechanics, character developments, and requirements that can be leveled up. Some games have a level cap, or a limit of levels available. For example, in the online game ''[[RuneScape]]'', no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player. ===Activity-based progression=== In some systems, such as the classic tabletop role-playing games ''[[Traveller (role-playing game)|Traveller]]'', ''[[Call of Cthulhu (role-playing game)|Call of Cthulhu]]'' and ''[[Basic Role-Playing]]'', and the role-playing video games ''[[Dungeon Master (video game)|Dungeon Master]]'',<ref>{{cite web|title=Dungeon Master|url=https://www.gametripper.co.uk/games/atari-st/dungeon-master/|website=GameTripper|access-date=2019-11-18|date=2018-01-08|archive-date=2020-08-12|archive-url=https://web.archive.org/web/20200812234959/https://www.gametripper.co.uk/games/atari-st/dungeon-master/|url-status=live}}</ref> ''[[Final Fantasy II]]'', ''[[The Elder Scrolls]]'',<ref>{{cite web|last1=Dunham|first1=Jeremy|title=Final Fantasy II Review|url=http://psp.ign.com/articles/808/808182p1.html|website=IGN|access-date=2016-05-24|date=2007-07-26|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005219/http://psp.ign.com/articles/808/808182p1.html|url-status=live}}</ref> the ''[[SaGa (series)|SaGa]]'' series,<ref>{{cite web |last1=Gann |first1=Patrick |date=2005-10-11 |title=RPGFan Reviews - Romancing SaGa |url=http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |url-status=dead |archive-url=https://web.archive.org/web/20120110173752/http://www.rpgfan.com/reviews/romancingsagaminstrel/index.html |archive-date=2012-01-10 |access-date=2016-05-24 |website=RPGFan}}</ref> and ''[[Grandia (series)|Grandia]]'' series,<ref>{{cite web|last1=Reyes|first1=Francesca|title=Grandia|url=http://psx.ign.com/articles/162/162007p1.html|website=IGN|access-date=2016-05-24|date=1999-11-04|archive-date=2011-07-13|archive-url=https://web.archive.org/web/20110713005014/http://psx.ign.com/articles/162/162007p1.html|url-status=live}}</ref> character progression is based on increasing individual [[statistic (role-playing games)|statistic]]s rather than general experience points. Skills and attributes grow through exercised use.<ref>{{cite web |author=Andy Corrigan |date=31 July 2016 |title=Final Fantasy II: A Retrospective |url=http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2 |url-status=live |archive-url=https://web.archive.org/web/20180203183157/http://www.ign.com/articles/2016/08/01/final-fantasy-ii-a-retrospective?page=2 |archive-date=3 February 2018 |access-date=3 February 2018 |website=Ign.com}}</ref> ===Free-form advancement=== {{See also|Character point}} Free-form advancement is used by many role-playing systems including ''[[GURPS]]'', ''[[Hero System]]'' or the ''[[World of Darkness]]'' series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an [[archery]] skill one notch, 10 points to raise overall [[dexterity]] by one, or it might cost 20 points to learn a new [[Spell (gaming)|magic spell]]. Players are typically free to spend points however they choose. Some games simplify free-form advancement by offering ''packages'' or ''templates'' of pre-selected ability sets. ===Cash-in advancement=== A cash-in experience advancement system uses experience points to "purchase" character advancements such as class levels, skill points, new skills, feats, and base attribute points. Each advancement has a set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time, usually once per game session. Once experience points are used, they are erased or marked as spent from the character record and cannot be used again. ''[[Final Fantasy XIII]]'' and ''[[Warhammer Fantasy Roleplay]]'' are examples of games that use a cash-in advancement system.
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