Background: The Fracture in Reality feeds off of chaos, destabilizing worlds until they break apart, then absorbing them to grow. The raw creative energy, the sheer potential of chaos inside the Fracture combines with the "code" of each world, reforming them into one world: Alendyias.
These potent energies are the driving force behind magic (an extension of natural laws) and therefore magical creatures, Classes, animal Companions, and of course Levels. This is where my question comes in. You see, I have a general idea of how I want my Levels to work, but I'm having a little trouble deciding how much one's traits (AKA stats, like Strength and Speed) should increase upon leveling up.
The max level cap is 500, (except for that 00.001%, you know, that one guy that's born a peasant and somehow obtains godlike power) so there's no room for error here. If the percentage increase is too high, adventurers (AKA heroes and villains) will be tempted to take over and rule, but if the percentage increase is too low, then why level up at all?
The Math: Let's use the Speed stat (and the Rogue Class) as an example here.
The average human running speed is 15 mph, 3-4 mph is the average human walking speed. 1/16th of that would be (rounded from the thousandth up) a 1.0%, or if I do less rounding, 0.94% increase in running speed and either a 0.2% or a 0.19% increase in walking speed.
For running speed, the maximum limit is supposed to be 27 or 28 mph, while for walking speed the highest recorded speed is 4.42 meters per second (m/s), which translates to 9.8 or 10.0 mph. (Please note: the best answer will take maximum human limits into account!)
Not too shabby I suppose, but how would that play out in my Level system? Well, a Rogue would be faster than average, so let’s consider their walking speed to be 2 m/s, or 4.5 mph and their running speed at 15 mph (the average sprinting speed for many athletes). I'll be using a 10%, or 0.1%, increase below.
Level 2 Rogue: 4.5 x 0.1%=0.0045 (increase of 10%) 4.5 + 0.0045=4.5045 Increase: 4.5045
Level 3 Rogue: 4.5045 x 0.1%=0.0045045 4.5045 + 0.0045045=4.5090045 Increase: 4.51
See my problem? If my calculations are correct, somehow we get from a Speed stat of 4.51 to THIS:
Level Number (100) x (Level-up increase) 0.1%=0.1 4.5+0.1%=4.6
This is driving me crazy, because I have no idea what I did wrong but I'm smart enough to tell I've somehow got my proportions wrong. So, I turn to the talented minds of this StackExchange to ask: How Much Should An Adventurer's Stats Increase Upon Level-Up?
- This is a worldbuilding question, it is definitely not too story-based since it is an aspect of the world (not so much characters, though they will of course be impacted). I would have posted this on a math StackExchange, but I'm pretty sure this question isn't the right fit for such a site despite its mathematic context.
- While I put the max level cap at 500, not everyone can reach it; only 5% of the population. Assuming a population of 81 million, that's 4,050,000 people who can reach this. My idea is that I want this 5% to be powerful, but not overwhelmingly so; an army should pose a legitimate threat to them, but not just one guy (unless that one guy is Level 500) because otherwise everyone else will be at the mercy of that 5%. Granted, I plan for this 5% to be royalty, but I still don't want the royalty nigh-invincible. In other words, I'm looking for the ideal proportion of stat increase upon leveling up, ideal meaning that the max-level people are not nigh-invincible and cannot easily rule the lower-level people with an iron first without being opposed.
Thank you for your input and feedback, I especially appreciate it as this is a very perplexing problem for me. If you decide to VTC or close-vote, please give me an explanation so I can improve (or in the worst case, reopen) this question; I really need to figure this out. (My tags may be wrong, please let me know if they need fixing).