I only read a post by Lorgalis on "Ghost Levels" recently. See this thread for details. http://www.ironcrown.com/ICEforums/index.php?topic=18707.0 That thread got me to thinking, and rather than hijack his thread, I started a new one here.
Tiers of Levels comes directly from D&D. WotC has done a fairly good job at introducing new players to their games. Tiers of Play explores how characters fit into their world. it also helps novice GMs plan out general sorts of adventures for groups of a certain power level. In the generic D&D system, levels 1-4 are called Local Heroes. Levels 5-10 are Heroes of the Realm. Characters from levels 11-17 have their own grouping, as do level 18-20. Their current rules cap out at level 20 (for 5th edition). In short, even their first level characters are slightly more powerful than average townsfolk.
I feel Rolemaster characters start at a lower base and rise to a higher potential. In short, there are more tiers of play. The following contains my opinions on how characters (player or npc) fit into my world. Feel free to provide your views.
First and second level characters start as the 16 year old youngbloods, eager to prove themselves. I think of the first few levels as Coming of Age. I like to have low level characters explore their surroundings and build on their backstory. For a NARRATIVE story, this lets the players develop their characters personality. Think of the opening part of Kingdom Come Deliverence. The main character (Henry) starts as an apprentice blacksmith. Henry has to complete some simple quests to help his father craft a sword. For the computer game, this is the tutorial. It also works as a first level adventure where the character meets with his friends, does some errands, and explores the village. Assigning about 5000 experience to that sort of session lets the GM explore four characters backgrounds early on, plant seeds for further stories, and quickly advances the characters to Third level. Many of these missions should be assigned by a mentor/master/teacher.
I place most townsfolk around Third Level (usually no profession, craftsman, or layman). The town guardsmen are probably 3rd level fighters. Veteran soldiers or Sargeants would be fourth level. Once characters reach third level, they have proven themselves to their neighborhood. Drive and ambition may separate the PCs from the rest of the village, but they have not yet established themselves as heroes. Instead, Player Characters are Journeymen. No longer do parents/masters/trainers assign various quests, the players should dig for them. This should mean leaving the safe confines of their home neighborhood, and visiting nearby towns or villages. I suggest keeping to a pace of around 5000 xp per session, letting players reach Fifth Level level four sessions after advancing to Third.
Some campaigns start players at third level, but many times a GM wants to start his party at Fifth Level. I consider 5th, 6th, and 7th level characters to be the sweet spot. I consider the PCs at this level Local Heroes, similar to 3rd or 4th level D&D characters. A party working together has enough power to overcome most obstacles, but are nowhere close to invulnerable. The established priest at a village temple should be fifth level, as are many military officers. this defines what sort of power level the local watch has, what town defenses should be, and how much healing can be expected from the village resources. Players definitely outstrip the average person, but communities can deal with troublemakers. Early villains should be in this power level as well.
After defeating a few minor villains and overcoming many obstacles, characters should move further afield. Instead of facing threats in neighboring villages, a major town or moderate noble may ask for aid. Characters level 8-10 become regional heroes. They find fewer peers: a senior animist in a sacred grove, senior officers, minor nobles, and perhaps a noted scholar. Villains should have solid plans, additional minions, and more power. By this point, players have more influence on events. Their successes and failures become topics of discussion.
I place levels 11-15 together as Masters. D Picks from spell lists make their entry. Some characters have 21+ ranks in a specific skill. Spell casters can access very powerful effects which alter play. Teleport spells alter campaign movement. Death becomes much less of a concern when the Cleric has Lifegiving spells. Villains work behind the scene more. Major organizations need to be aware of such individuals or groups.
Above the Masters are the Great Heroes of level 16-19. Unless the GM is very careful, high level spell casters will dominate the game. Certainly realms need to keep track of Illusionists, as Illusion X can disrupt THOUSANDS of troops. No ARMY can afford to have 10,000 troops caught in one 2560' radius illusion of a giant blueberry muffin! Having individuals to cast such spells prevent the enemy from doing so become critical.
Rolemaster defines Lords as Level Twenty or higher. This is the only title or tier specifically developed for the game. Spells have a tremendous impact at this level. Rivals and enemies need to keep track of spell users, simply due to the innate danger they present.
I want to add Epic as a name for a higher tier. Once players reach a certain level (level 36 or so), they can cast any spell of level 30 or lower without preparation.At such a point, such characters near demigod status.