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<blockquote data-quote="El Mahdi" data-source="post: 5767906" data-attributes="member: 59506"><p>Editions came and went before 4E without having defined tiers. Tiers are certainly not a necessity.</p><p> </p><p>I think <em>"should be markedly different"</em> isn't accurate. </p><p> </p><p>Could be different? Yes</p><p>May be different? Yes</p><p> </p><p>Should be different? Those who don't like the concept or application of tiers would likely disagree. </p><p> </p><p> </p><p></p><p> </p><p>To those who don't like tiers, there existence is a negative. To those who do like tiers, it's a positive. This concept is just like any other, and will have positives and negatives in herent to it (based on player preferences). People's preferences are subjective. But the game by necessity, must attract people to play it (and the more, the better). So, those subjective preferences must be considered when designing a game. </p><p> </p><p>I think the game is better served with the concept of tiers (and other concepts), and the associated realms of activities within each, applied as a seperate campaign model (one of many), or as an example to GM's of how they can run a long term campaign or campaigns at varying levels...rather than as a default assumption of which the game's mechanics are built around and specifically support.</p><p> </p><p> </p><p></p><p> </p><p>Agreed. I just disagree that Level 30 powers should be mechanically required in order to adventure in certain settings, such as among the planes.</p><p> </p><p>I even think that designing Campaign products in this manner is a mistake. It unnecessarily limits the audience that the product may appeal to right from the start.</p><p> </p><p>There are plenty of people that love the concept of adventuring among the planes but don't necessaily like high level play. I feel that making planar adventures a defacto high level setting is a mistake.</p><p> </p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5767906, member: 59506"] Editions came and went before 4E without having defined tiers. Tiers are certainly not a necessity. I think [I]"should be markedly different"[/I] isn't accurate. Could be different? Yes May be different? Yes Should be different? Those who don't like the concept or application of tiers would likely disagree. To those who don't like tiers, there existence is a negative. To those who do like tiers, it's a positive. This concept is just like any other, and will have positives and negatives in herent to it (based on player preferences). People's preferences are subjective. But the game by necessity, must attract people to play it (and the more, the better). So, those subjective preferences must be considered when designing a game. I think the game is better served with the concept of tiers (and other concepts), and the associated realms of activities within each, applied as a seperate campaign model (one of many), or as an example to GM's of how they can run a long term campaign or campaigns at varying levels...rather than as a default assumption of which the game's mechanics are built around and specifically support. Agreed. I just disagree that Level 30 powers should be mechanically required in order to adventure in certain settings, such as among the planes. I even think that designing Campaign products in this manner is a mistake. It unnecessarily limits the audience that the product may appeal to right from the start. There are plenty of people that love the concept of adventuring among the planes but don't necessaily like high level play. I feel that making planar adventures a defacto high level setting is a mistake. :) [/QUOTE]
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