[RPG] Do PCs understand the leveling system and its experience requirements

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Do PCs understand the nature of the leveling system and its experience requirements? For example, suppose a PC is just below the XP requirement for a level and is planning to undertake a major quest. Would it occur to the PC to consider undertaking a side quest to finish their next level attainment before taking on the major quest or do PCs perceive experience in a more real world, linear, continuous fashion?

As an analogy, one could consider "leveling up" in DnD to be analogous to real world standardized test score cutoff points, pay grades, military ranks, certification levels, athletic awards, martial arts belts, or academic degrees – practice math and reading long enough and one can get another 100 points on the SAT and qualify for admission to a slightly more prestigious college (or one could decide that it would be better to finish up their Second Degree Black Belt before entering that real world fighting contest), or one could consider XP to be an OOC abstraction of a fundamentally ineffable concept that PCs can barely understand, let alone quantify.

This question is not the same as How does a character know when she's leveled up? because that question is asking specifically about PC's recognizing that specific event when they have leveled up. This question is about whether PC's are aware of the concept of leveling up. It could be compared to the difference between a person recognizing that they have received an academic degree versus them understanding the concept of academic degrees and what one must generally accomplish to obtain them.

Best Answer

Not really, but that doesn't leave them entirely in the dark

The concept of experience points is an abstraction. As said in the 5e basic rules and on dndbeyond (emphasis mine):

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability

As noted, experience points are the representation of the knowledge and skills the characters develop over the course of their lifetime. A PC in-world doesn't know about experience points, and they don't all of a sudden gain new abilities when they wake up one morning after killing a bunch of stuff. In world, the characters have been training, practicing, or otherwise gaining strength/skill as they go adventuring. What we call a level-up is the point where the character is confident that they can pull off their new skills consistently and accurately.

That being said, characters still have a sense of their skill level

Just like you or me, a character in the game can have sense of where their skills are relative to where they want them to be. A character close to a level up is basically on the verge of a breakthrough; they are almost confident enough to use their new capabilities, but they just need a little more progress. With that in mind, It's entirely plausible that a character would want to take a less dangerous side mission to practice their new skills before needing them in a dire situation, but at that point it's a roleplaying opportunity for how the player perceives their character would act.

Long story short, characters have an approximate idea of how skilled they are, but they don't have a concept of XP or level ups. A character in game would say something like "I'm so close to pulling it off, I just need a little more practice!" not "I'm only 200 xp away from my next level!"

What if I don't use XP in my game?

The Dungeon Master's Guide page 261 offers variant rules that don't keep track of experience points. If you are using one of these rules (or any homebrew rule that avoids XP), nothing about the interpretation I have provided needs to change except for the scale by which we determine how much practice/experience our characters in-world have gathered.

For session-based advancement, the more play sessions a character sees, the more experience they gain in world. That is, we assume that they're practicing and and getting more skillful each session and after some number of sessions, we say out of game, "The character leveled up," and the character in-world says, "Yeah, I can do this reliably now."

Similarly, story based advancement assumes that the characters just keep on practicing all the time, and we say that they have enough practice to pull off their new talent after some story beat chosen by the DM.