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this is why I mainly took away leveling from my previous projects and replaced it with a manual upgrade system... much easier for me to design around in the long run
have you guys play tested yet? how long does your project take to play through?
Make one character (npc) that takes the roll as level trainer, or something. Every time you visit him, have him check if your level is increased since the last time you saw him. Then you can give unique bonusses, or a special currency as a reward for each level.
A currency as in skill points, that you can just use a variable or an item for, and trade those skill points for items that give HP, or MP, or ATK etc.
If you place this character in you main city, it gives the player also (another) reason to revisit the main city.
It is a total different approach, but maybe you'll like it.
Here's another one: use more than one trainer and have each trainer only train a certain level range. Then you can place them to guide your players' progression through an open world. (Shamelessly stolen from MMOs)
Indeed, if your world is big enough, you can spread them out all over the world. Or make it the same trainer showing up everywhere. Like a guide, but act different ways in each area. The posibilities with a trainer a endless.
And you don't even have to call it a trainer, or even make it an NPC. You can use a laptop to do it, or a terminal, or your diary... Or recieve the currency every time you sleep at a new level.
If you have 1 common event run after every battle (or other way to recieve xp) that checks if the level is changed, and if it is changed, you get a skill point.
this was going to lead into the possibility of gaining things like 5% counter-attack
and 5% crit. etc
I think I prefer Shaz's approach, personally. If you're looking for an easy way to trigger a common event when you level up and don't want to use a parallel event, you may be interested in this little plugin from Himeworks: http://himeworks.com/2015/10/level-up-events/