Since I have a system similar to FFX(Levels are spent on moving around and upgrading) you obviously "Lose" levels as you open gates to learn new abilities, how much grinding is too much? No character gains stats through levelling, you must get them on the customisation grid in order to power yourself up. I want to make it needed to wisely spend your levels, learn skills and make Items as you go along, but I don't want the entire system to be a cakewalk. The player is expected to stock up on Skill Creation items, and gain XP towards leveling up so they can advance. For instance
You have 99 Movement levels.
You open a gate to activate a +1000 Health bonus Glyph. This costs you 11 Movement Levels.
You now have 88 Movement Levels.
edit: How do I make a Object that checks and reduces a player's level? I.e:
"It costs 5 Movement levels to open this gate. Proceed?
[Yes]
[No]"
"You destroy the gate and move forwards. You feel weaker."
"You are not strong enough to smash the gate."