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Vote Up A 5e-alike, Part 5: Feats (and a question of levels)
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<blockquote data-quote="Lanefan" data-source="post: 9171193" data-attributes="member: 29398"><p>No feats. Bake some of what are now feats right into those classes where they make sense, and lose the rest. Reduces complexity, protects niches, and cuts back on jack-of-all-trades characters.</p><p></p><p>No hard level cap, leave it <strong>open-ended</strong>. How this would look in design: you give the progression up to a certain level (could be 10th, 15th, 20th, whatever) to the point where the progressions have become linear, but nothing stops there. Instead, it's all left open-ended as "[big-number] of xp per level after [design cap]", "gain [x-number] of hit points per level after [design cap]", it would be shown how the combat and save matrices would logically continue beyond the design-cap level, and so forth.</p><p></p><p>That way, the books could deal with the design-range levels but the game wouldn't have to end once that level range had been reached or exceeded in play; the parameters would be in place for it to keep going - and keep advancing - for as long as the DM and players wanted.</p><p></p><p>Also, having it open-ended and yet consistent makes it way easier for a DM to design opponents that exceed the range of level design. In 5e as written, for example, how can a DM usefully design a 33rd-level Fighter to throw against a high-level group of curb-stompers?</p><p></p><p>Also, embrace the idea of a few "dead levels" rather than shun them completely. Why? Because if every class has to gain some tangible power or ability at every level other than more h.p. and maybe better attacks and saves, the power level of the whole game gets completely out of hand by double-digit levels.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9171193, member: 29398"] No feats. Bake some of what are now feats right into those classes where they make sense, and lose the rest. Reduces complexity, protects niches, and cuts back on jack-of-all-trades characters. No hard level cap, leave it [B]open-ended[/B]. How this would look in design: you give the progression up to a certain level (could be 10th, 15th, 20th, whatever) to the point where the progressions have become linear, but nothing stops there. Instead, it's all left open-ended as "[big-number] of xp per level after [design cap]", "gain [x-number] of hit points per level after [design cap]", it would be shown how the combat and save matrices would logically continue beyond the design-cap level, and so forth. That way, the books could deal with the design-range levels but the game wouldn't have to end once that level range had been reached or exceeded in play; the parameters would be in place for it to keep going - and keep advancing - for as long as the DM and players wanted. Also, having it open-ended and yet consistent makes it way easier for a DM to design opponents that exceed the range of level design. In 5e as written, for example, how can a DM usefully design a 33rd-level Fighter to throw against a high-level group of curb-stompers? Also, embrace the idea of a few "dead levels" rather than shun them completely. Why? Because if every class has to gain some tangible power or ability at every level other than more h.p. and maybe better attacks and saves, the power level of the whole game gets completely out of hand by double-digit levels. [/QUOTE]
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Vote Up A 5e-alike, Part 5: Feats (and a question of levels)
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