It seems (to me) to come from things like the "extra life" powers that most EDs have, as well as some of the design slant of 4e. It's also influenced by the way that 4e scales... Specifically, the reward mechanic in 4e is XP, which is generally seen as power gain.
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I don't personally like the kind of "powerup" that exists in 1-30 D&D. It doesn't match up with the "source material" that I prefer to call upon, and I'd like things a bit more gritty.
See, the notion expressed before the snippage is one that I think needs to be nipped in the bud! (Or rather, given that it's already pretty widespread, and hence has already budded - so maybe it's a notion that needs to be weeded out!)
The mechanical scaling in 4e makes more sense, in my view, as a device for pacing the players through the story elements of the game - start with kobolds/goblins, end with Orcus/Lolth. There's no need to see the mechanical scaling as modelling "quanitites" of increasing power in the actual gameworld.
Of course it's obvious that a demigod
is more powerful, in the gameworld, than the same PC was as a 1st level hero. But we don't need to put any sort of ingame metric on that increase in power - and even if we want to do that, there's no need to envisage it as corresponding to the mechanical metric.
I don't think a game where PCs can end up as demigods is ever going to be gritty, but I don't think the powerup has to work in a way that is at odds with good, mainstream fantasy storytelling.
The issue is that, because of constant scaling (necessitated by the narrow band of "acceptable challenge") there's no actual power gain. The PCs don't really get to butt heads with things they can beat... yet..., nor do they get to mow through what was once a serious threat.
I don't agree with the latter sentence, for the same reason others have given - there are higher-level minion versions of many of the standard humanoids, and where they don't exist in the published rules they're just about the easiest monsters to houserule in.
And as for the first sentence - there is no power gain in the metagame. The game should, if anything, get
more challenging over time as PCs become more complex to manage, and the ingame circumstances more complicated. But in the gameworld there is a very noticeable growth in power - the hero is now a demigod. A good GM should be bringing this out at the forefront of play - and good epic rulebooks (which don't really exist now, outside bits and pieces from Plane Below, Plane Above, Demonicon and Underdark) would help a GM become this sort of good GM.
I tend not to agree with Ari Marmell's recent blog that says this requires a new mechanical approach to play (such as domain rules or similar). Rather, I think it needs good advice on how to build skill challenges of an appropriately epic flavour (because, for the reasons others have given, at these levels you want to reduce the proportion of challenges that are combats) and how to make the combats that take place at these levels truly epic and otherworldly in scope. I think the notion of a "filler" combat encounter is pernicious at any level of play, but doubly so at epic.
So the result is that the players are looking for that "power". They want the game to get easier, not harder.
I haven't found this to be the case GMing Rolemaster into epic levels, and I'm not expecting it to be the case in 4e either.
And there's a lot of work in the 4e design aimed at removing the possibility that the DM might act like a jerk, which IMO leads to the assumption that if the DM is doing anything that "isn't in the book", then that's exactly what he's trying to do.
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4e seems in a way to be the culmination of the idea that players need the system to protect them from "bad touch DMing". And I think that has had the unfortunate side-effect of seriously eroding the idea that players should actually trust the DM.
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there are bad, abusive DMs out there, but I think we've gone a bit too far in trying to pull their fangs. Particularly since IMO you don't want to be playing with those people in any case.
Ron Edwards has a phrase I like, and that I'm going to quote only a little bit out of context (he was talking about The Pool) - a game like 4e, which tends to rely heavily on the GM framing the ingame situations with which the players engage via their PCs (be they combat encounters or skill challenges), depends on
trust at the table, as a group, that the GM's situations are worth anyone's time.
So I don't think 4e erodes the idea that players should trust the GM. It depends upon that trust. But what it does do (in my view) is (i) give GMs tools (the mechanical scaling, encounter building guidelines, DCs etc) to create situations that they can be confident in running at full tilt without being worried that they've been unfair to their players, and (ii) give players tools for engaging and taking charge of the situation, because action resolution is less dependent on GM-fiat than in earlier (especially but not only AD&D) editions of the game (eg skill challenges create an alternative framework to mother-may-I or open-ended resolution for non-tactical encounters, and powers plus page 42 and the support for that in the new skill descriptions create a similar alternative within the tactical sphere).
And in my view (and experience - admittedly with RM rather than 4e) this is all conducive to good epic play,
provided that the GM is able to create situations that are worth anyone's time. I think WotC needs to provide more support for this - both at the thematic/story level, and also at the mechanical level (as I said above, not new mechanics, but advice on how best to use the mechanics that the game already gives us).
On top of this, I would really prefer to slow down advancement. Way down. I think the published 4e adventures (H/P/E series) are about the right length that 3 or 4 of them would make good pacing for a single level
I think this is probably just a taste thing, but my taste goes the other way. If anything, I'm toying with the idea of speeding up advancement - my group plays every two to three weeks on a Sunday afternoon (probably a little fewer than 20 sessions a year, each of a little less than 4 hours), and we don't play all that speedily. At the moment we're probably 4 sessions per level, and I'd be happy for that ratio to drop to 3 sessions per level. (At the moment I'm just trying to achieve that via more quest XP, because I know that if I start applying multipliers to XPs gained I'll make an error somewhere and muck up my bookkeeping.)