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<blockquote data-quote="TerraDave" data-source="post: 6037245" data-attributes="member: 22260"><p>You had me at first...but like last time, by mixing not as related as you think things together, you revealed a deep, deep flaw in your thinking.</p><p></p><p>Lets say you don't play over 20 levels. You play over, say 8. </p><p></p><p>But its still takes some time and investment. </p><p></p><p>Do you want a flat curve, so you don't get much advancement? Or do you want a steep ramp shooting you into the sky?</p><p></p><p><em>The less levels you will gain, the more you want out of each level.</em></p><p></p><p>At least up to the point were it is game disruptive. </p><p></p><p>AD&D had a steep power curve, which 3E basically preserved. Getting to level 8 was a big deal, and your wizard would be vastly more powerful. As would any other character, especially if the DM gave out the kind of loot found in a typical module or the back of the DMG/MM. If you lasted to level 9, then you were "name level", basically a lord!</p><p></p><p>This was part of the problem with 4E, not really getting how advancement worked. So your upfront diagnosis was right, solution completely wrong. </p><p></p><p>Campaign duration is a different issue. People run long games. It can be done, and it takes persistence by the DM, and a<em> long</em> view. If you run the campaign too episodically, it will loose momentum, and end. Your approach would be (is?) self-fulfilling.</p><p></p><p>Lets go back to leveling. My guess is that people who run long games level <em>slower</em>. They want that slow build, depth of play, and holding out for something more.</p><p></p><p>And they want to avoid the problems of high level play. Which brings us full circle. You touch on this, but its really key. In most D&D leveling is really nice through about level 8. 4E maybe stretches this out to level 14 or so. Then things get wonky. Then things get completely screwy. DMs often hate it. Even players may not like it. </p><p></p><p>So its not that play breaks down preventing high level play. Play breaks down <em>because</em> of high level play. </p><p></p><p>Solution: Stretch that marshmellow,er, 10 levels, out as long as you can.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6037245, member: 22260"] You had me at first...but like last time, by mixing not as related as you think things together, you revealed a deep, deep flaw in your thinking. Lets say you don't play over 20 levels. You play over, say 8. But its still takes some time and investment. Do you want a flat curve, so you don't get much advancement? Or do you want a steep ramp shooting you into the sky? [I]The less levels you will gain, the more you want out of each level.[/I] At least up to the point were it is game disruptive. AD&D had a steep power curve, which 3E basically preserved. Getting to level 8 was a big deal, and your wizard would be vastly more powerful. As would any other character, especially if the DM gave out the kind of loot found in a typical module or the back of the DMG/MM. If you lasted to level 9, then you were "name level", basically a lord! This was part of the problem with 4E, not really getting how advancement worked. So your upfront diagnosis was right, solution completely wrong. Campaign duration is a different issue. People run long games. It can be done, and it takes persistence by the DM, and a[I] long[/I] view. If you run the campaign too episodically, it will loose momentum, and end. Your approach would be (is?) self-fulfilling. Lets go back to leveling. My guess is that people who run long games level [I]slower[/I]. They want that slow build, depth of play, and holding out for something more. And they want to avoid the problems of high level play. Which brings us full circle. You touch on this, but its really key. In most D&D leveling is really nice through about level 8. 4E maybe stretches this out to level 14 or so. Then things get wonky. Then things get completely screwy. DMs often hate it. Even players may not like it. So its not that play breaks down preventing high level play. Play breaks down [I]because[/I] of high level play. Solution: Stretch that marshmellow,er, 10 levels, out as long as you can. [/QUOTE]
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