Leveling Down & Powers



I read in another forum post that if I take away enough XP from a student (one of my Sentences is -500 XP), they will level down. I'm wondering, if they level down do they also lose a Power point? This is actually what I'm after: the ability to "power down" due to falling in battle. But would love any other info about how leveling down might affect their character.


Hi Derek,

This is a great question and I'm glad you brought it up! Taking away XP should only be done in one scenario, and that's if you gave XP to the wrong student or gave XP by accident. That's because of the nature of XP itself.

XP stands for Experience Point. In other words, they are points you gain when you do something.

Whenever you do something in real life, whether it be reading a book or riding a bike, you gain experience and get better at it. That's exactly how XP works in Classcraft, too! No one can really just "take away" your book reading or bike riding skills. 

I hope this helps!

Just an idea here, why not have the sentence be something like the student loses the ability to lose his/her top power or one of his/her top powers (for next period of time, until next Level up - risky if they are just 10 points away, but that’s part of the gamble I suppose). It might be a way to work with things on what you want to do, and - like any Sentence- it just takes some bookkeeping on your end. I hope this helps!

I like this idea, Charlie! So nice of you to come up with it and share! Is that something you use in your class? If so, how does it work?

As I said above, we're shooting for the XP in the game to be synonymous with real-life experience. And I think it's nice also because, although you do not remove XP, since you can't technically do that in real life, you can still "remove" the ability for someone to use their power, just as you could do in real life for something like a king, or even, if they existed, wizards! 

I have a similar sentence. I have a student giving 300 XP to a random student, but I have it in my XP list as, "XP reward to fellow student." I don't actually take it from that student, instead, the student giving the XP, must write me a check for $300 and then I take that amount out of their classroom checking account as a "debt." Such as in real life, you lose a bet, you pay up. The student loses that $300 as a debt, but not the 300 XP. Once they write me a check, I deduct it from their account, then reward them 15 XP for "Completing a task." It is a two-fold lesson in life. Do the right thing and get rewarded for it. Now, I also have a checking account reward system in my classroom, so this works for me, but I also like Charlie's suggestion.  

My students leveled up to level 2 but did not get the 2nd power point.  How can they get 2 power points?

Hello Mackenzie, 

Students only get an extra power point for every level up they gain. That means, at level 1 - when their account is first created - they already have a power point that they use for their first power. At level 2, they should only have 1 free power point to use. 

Hope that helps!

Charlie, so you have them 'unlearn' the power?

I’ve never actually used that as a sentence, but it was an idea.

As far as unlearning powers, I only allow students to unlearn a power and get those points back if they use an item card I have created for my class called “Power Shift.” This rule makes students have to think and be responsible for the powers they choose to learn when they do earn new power points. I hope that helps.

   I have one that takes a full level and other events that take away XP.  I  believe this is in harmony with  the fantasy world where it's not unheard of to be hit by a spell that debilitates you and takes away your ability to do something or makes you forget something you learned or saw.    Characters get cursed all the time and lose the ability to do things.  A lot fantasy video games (and others as well) have you start as this super powerful being who then has something happen that resets them back to zero and they spend the rest of the game "remembering" the skills they once had. The more difficult video games will also have you lose levels if you die to often, which is akin to the Book of Laments.

   Though if you are worried about them losing skills, this is not the case in CC because even if I drop them to level 1 from level 100, they will still have all the armor, all the skills and any pets they have acquired up to that point.  It does mean it will be longer before they can learn the next thing, but the will not lose anything unless I go in an "unlearn" their skills.  The pets and armor can not be taken away by the teacher unless you delete the character or archive it.  

   The great thing about Classcraft is they have designed it so you can play it in a huge variety of ways.  There is a whole forum where teachers share the different ways they customizes the game.  Many in ways I'm sure the devs never expected them to do.  But that is why it's such a great tool.  Your rules are your own and you can play any way you like.  

   I was told recently that 18 was the end level for the game and that students should not be leveling past that.  I disagree because the way I play the game level 100 is the big deal. Just like in a game students will gain more and more XP for things as they go because what I teach at the beginning of the year is way easier than what I teach at the end.  The game escalates and the gains become larger and larger for the increasingly difficult tasks.  Other teachers have students barely reach level 10 by the end of the year. 

   And the best part is, it doesn't matter how you play, as long as it's working for your class.  The game is a wonderful tool that can be customized a million different ways to gamify your class and engage your students.

 

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