So, wasn't entirely sure how to phrase this kind of system. But lets take a look at a simple system that exists in a few games. Primarily, I've seen it in oldschool western RPGs. I'm sure the spirit of the system still exists but in much subtler ways. So, the idea is simple. Monsters in Dungeon A give 5XP to 10XP. Level 1 = 50XP (50) Level 2 = 110XP (60) Level 3 = 180XP (70) Level 4 = 260XP (80) Level 5, however, is a huge jump. Level 5 = 460XP (200) Fortunately, the monsters in Dungeon B give 20XP to 30XP. This effectively caps Dungeon A at Level 4, and getting to level 5 there is inefficient. Of course, the monsters in Level 5 are slightly more difficult, but not by the 5x to 2.5x. More like 1.25x harder. In order to keep the player from rushing to the next level to grind, there are plenty of incentives that can keep the player in the current dungeon and a difficult boss that is made easier by a new skill or stat increase at level 4. This is a very cookie-cutter system, but it's used so often because it's effective when starting out. My question is, how do you feel about this kind of system?