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Well, that's how some people play pen-and-paper D&D. Experience is awarded at the end of an adventure or at certain more quite "key point". But in a computer game that would take something away from the character building aspect that's crucial for a CRPG to work. Imagine only awarding experience once per act in BD... that would mean you would play an entire act with a fixed skill set and at a fixed level. From a roleplaying perspective this might be interesting but probably hard to get right in a computer game. You could of course split up the game into smaller bits than acts.

- Telemachos

** WARNING - SPOILERS FOLLOW **

Good point. Act I is quite long and you'd probably get about 3 levels by the time you were rewarded. But given how linear it is, you could have check points, say (bulleted points being optional):
  1. Escaping through the tunnel.
  2. Falling down the pit.
  3. Reaching the citidel level.
  4. Opening the door to exit the drill ground.
  5. Reaching the barracks.
  6. Reaching Samuel's lair.
  7. Finishing the act.
  • Laying Edmund to rest.
  • Retreiving the boney tooth.
  • Accessing the military school/Weapons Master. (East of citidal level.)
  • Retrieving the book about poison.
  • Retrieving the book about torture.
  • Defeating the summoned ghost.
  • Completing the parquas.
  • Exposing the champion archer.
  • Accessing the armoury.
  • Winning the chess game.
  • Removing the rat problem.
  • Accessing the forge.
  • Accessing each battlefield dungeon level (9 bonuses in total).
  • Completing each battlefield quest (4 bonuses in total).

Each of the numbered points has several sub-points. "Escaping through the tunnel" awards experience based on how many cells you entered. If you return after passing that checkpoint and enter more cells, the experience adds up until you reach the next checkpoint.

Any thoughts?