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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Victim" data-source="post: 3011798" data-attributes="member: 78"><p>No, I'm saying that prolonging the sweet spot by gimping characters isn't a good solution. Making all levels 3-7 defies the whole point of advancing levels.</p><p></p><p>I'd consider the core problems to spiraling mechanical complexity, and forced changes in scope.</p><p></p><p>When a high level character has 8 attacks, ~10 different buffs which all modify different things, and uses a program on a graphing calculator to run his attack sequence, there's a problem. Sure, you can front load much of that complexity by working out modified stats ahead of time, but then someone uses Greater Dispelling (which takes 10 die rolls <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />) and you have to recalculate. So combat should be based around fewer rolls, and fewer modifiers. Characters probably shouldn't have the array of choices of a high level caster each round, but probably should have more than 1-2 meaningful choices. </p><p></p><p>Also, high level adventures fundamentally aren't the same as lower level ones. You can't just scale things up, there's a ton of extra movement, information gathering, and attack modes that need to be taken into account. Planar stuff is supoosed to become more important in the campaign, etc. Changes in scope aren't necessarily bad; they can help keep the game fresh by offering new challenges. But they do mean that players may get forced out of the stuff they enjoy the most. So removing some of the built in changes could help. </p><p></p><p>However, if your removing spells that force changes in scope - like the strategic movement in Teleport - then don't leave what's left a crippled ruin. If something is a 5th level spell, then it should still be worth using as a 5th level spell.</p></blockquote><p></p>
[QUOTE="Victim, post: 3011798, member: 78"] No, I'm saying that prolonging the sweet spot by gimping characters isn't a good solution. Making all levels 3-7 defies the whole point of advancing levels. I'd consider the core problems to spiraling mechanical complexity, and forced changes in scope. When a high level character has 8 attacks, ~10 different buffs which all modify different things, and uses a program on a graphing calculator to run his attack sequence, there's a problem. Sure, you can front load much of that complexity by working out modified stats ahead of time, but then someone uses Greater Dispelling (which takes 10 die rolls :() and you have to recalculate. So combat should be based around fewer rolls, and fewer modifiers. Characters probably shouldn't have the array of choices of a high level caster each round, but probably should have more than 1-2 meaningful choices. Also, high level adventures fundamentally aren't the same as lower level ones. You can't just scale things up, there's a ton of extra movement, information gathering, and attack modes that need to be taken into account. Planar stuff is supoosed to become more important in the campaign, etc. Changes in scope aren't necessarily bad; they can help keep the game fresh by offering new challenges. But they do mean that players may get forced out of the stuff they enjoy the most. So removing some of the built in changes could help. However, if your removing spells that force changes in scope - like the strategic movement in Teleport - then don't leave what's left a crippled ruin. If something is a 5th level spell, then it should still be worth using as a 5th level spell. [/QUOTE]
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