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General Tabletop Discussion
*Pathfinder & Starfinder
L&L: The Challenges of High Level Play
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<blockquote data-quote="howandwhy99" data-source="post: 5825928" data-attributes="member: 3192"><p>More than anything else, this reminds me of AD&D house rule game design. </p><p></p><p>What level of spell is Teleport? What level of spell is Invisibility? What level of spell is Legend Lore? How much XP is a Sepia Snake Sigil trap worth if beaten? What's the difficulty level of hunting down a Leomund's Chest? How much is a treasure map worth based upon the information it holds?</p><p></p><p>All these things and far more were graded numerically within a coherent whole by D&D, usually on a spectrum. It never suggested all 1st level spells were equal. It suggested they were relatively equal and each was unique enough to be more valuable than any other of its level in a particular situation or range of situations.</p><p></p><p>And all of this grading went far beyond spell levels into dungeon levels and class ability levels and monster levels and so on. Everything was weighted and measured and the easy stuff came early, the hard stuff came later. In fact, the game was so hard later if you didn't come to it from the beginning, then there was no approaching it at higher levels. By which I mean content, of course. Not complicated character interfaces, though that could grow as much as any player wanted it to as well.</p><p></p><p>I definitely would like to see different play challenges and convergence points built into different class levels of the game. (Heck, I'd like the same for different classes too) What I may have to resign myself to is attempts to create discrete character level zones of play with clear obsolescence built in. However, I remember we're trying to keep challenges meaningful across all levels, so maybe there is reason to hope?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5825928, member: 3192"] More than anything else, this reminds me of AD&D house rule game design. What level of spell is Teleport? What level of spell is Invisibility? What level of spell is Legend Lore? How much XP is a Sepia Snake Sigil trap worth if beaten? What's the difficulty level of hunting down a Leomund's Chest? How much is a treasure map worth based upon the information it holds? All these things and far more were graded numerically within a coherent whole by D&D, usually on a spectrum. It never suggested all 1st level spells were equal. It suggested they were relatively equal and each was unique enough to be more valuable than any other of its level in a particular situation or range of situations. And all of this grading went far beyond spell levels into dungeon levels and class ability levels and monster levels and so on. Everything was weighted and measured and the easy stuff came early, the hard stuff came later. In fact, the game was so hard later if you didn't come to it from the beginning, then there was no approaching it at higher levels. By which I mean content, of course. Not complicated character interfaces, though that could grow as much as any player wanted it to as well. I definitely would like to see different play challenges and convergence points built into different class levels of the game. (Heck, I'd like the same for different classes too) What I may have to resign myself to is attempts to create discrete character level zones of play with clear obsolescence built in. However, I remember we're trying to keep challenges meaningful across all levels, so maybe there is reason to hope? [/QUOTE]
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L&L: The Challenges of High Level Play
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