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D&D 5E Levels 1-4 are "Training Wheels?"

Lyxen

Great Old One
The moon druid boost actually isn't big. The CR limits still keep it tameit until higher levels

You obviously have not ran a game for a 2nd level moon druid, tansforming twice per short rest into a Black Bear with 4d10+12 hit points (so basically twice what everyone in the group has) and two attacks (that the fighter gets only at level 5).

And multiclass sucks low level because it delays the level 5 boost.

Yeah, right, only powergaming counts.

Training wheels being derogatory hinges on there being a positive term that phase of play.

No, they don't: "Training wheels (or stabilisers in British English and Hiberno-English) are an additional wheel or wheels mounted parallel to the rear wheel of a bicycle that assist learners until they have developed a usable sense of balance on the bicycle. Typically they are used in teaching very young children to ride a bike, although versions for adults exist."

Players playing at level 1-5 are not small children needing training by adults.

It's not positive at all when the rules actually say: "characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them."

Tiers are a part of level based games. There is no alternative without adding more levels.

Tiers, if they even exist, are eminently flexible in range and don't even need to exist in some campaigns, as it will be just be a continuous series of change.
 

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Lyxen

Great Old One
If the DM changes all the core math, you are no longer playing that edition of that game.

You are totally wrong, since the 5e rules say: "A Dungeon Master adjudicates the game and determines whether to use an official ruling in play. The DM always has the final say on rules questions."

So it is part of the 5e very rules and philosophy that you can play that edition while changing even the core math.

The DM can't say "We are playing 5E but using 3e rules". That would be playing 3e.

And then he can say 'We are truly playing 5e as intended, and not relying only on the RAW, as some people like to quote it but forget the most important parts of said RAW". :p
 

EzekielRaiden

Follower of the Way
Jumping in at the end, so apologies if I’m restating something already posted.

If I look at D&D through the lens of “The Heroes Journey”, I look at the first few levels as “the normal world”. This is where we get to know the characters and see the world they live in and the everyday trials and tribulations. At level 5 (or whatever you choose) an inciting event occurs that launches the adventurers on to a path of heroic adventure. So rather than training wheels I feel like we should think of it as the grounding, this is the opportunity to develop things like relationships that the players care about and can thus be deliciously threatened. :)

You can see WotC sort of trying this with some adventures, SKT and Strahd for example, but to my mind they whiff it quite badly and everyone just feels like they‘re being rushed through to the adventure. Part of the problem is not requiring some thought to the party itself and why they are together. A random group of adventurers is not a satisfactory starting point.
This is entirely fair, but quite often the mundane-world aspect of the hero's journey is quite brief and minimal. Consider The Lion, the Witch, and the Wardrobe, where Lucy gets into Narnia on page three. Or how The Lord of the Rings suggests something magical is going on by the middle of the second paragraph, what with people saying Bilbo was "well-preserved, but unchanged would have been closer to the mark" (emphasis in original), and we're already hearing about Gandalf the Wizard and "Elves and dragons!" (emphasis in original) by the fifth page.

Now, obviously, the truly epic adventure begins substantially later in Fellowship, and the real adventures in Narnia don't begin until all four children are present there. But you can start having truly fantastical stuff happen literally almost immediately even in (in)famously slow-burn works, and you can have surprising amounts of mundanity show up a fair ways into openly fantastical works (e.g., when characters finally get to the Abhorsen's House in Garth Nix's Old Kingdom books). That just...isn't far off from establishing a status quo at (say) level 3, and then revealing cracks in it over the next couple of levels, before the deeper mysteries start to appear.

As a result, it's quite possible to provide those feelings of mundanity, domesticity, solid groundedness, etc. even when openly fantastical elements are present early. Plus...if we're viewing this from the lens of the hero's journey, having the hero be extremely susceptible to permanent death during the portion where we're supposed to be getting the ground underneath our feet is significantly more disruptive than having some fantastical elements present!

To give an example: You start off with a minor colony out on a recently-discovered landmass that, strangely, appears to have zero sapient residents, but some ruins. Characters there might be military officers, academics sent to do archaeological expeditions, convicts sent there as a substitute for exile or execution (since many who go don't come back, it might as well be!), bored nobles wanting a taste of the adventuring life, etc. Play up the mundanity of the place for a session or two--dealing with issues of food or potable water, beast attacks, ditch-digging, fortification-building, KP duty, etc. Stuff that can earn XP, but which is nowhere near the glamorous adventure lifestyle. But that can be just as easily implemented at 3rd level as it can at 1st; you're a newcomer, newcomers get the crappy duties nobody else wants....until an opportunity arises, either one snapped up by the players or one dropped in by the DM.
 
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Minigiant

Legend
Supporter
Actually it is. Just read the rules. It always amazes me that some people can quote part of the rules to the letter and completely ignore the other rules, much more important ones, which decree how the game is run.

The rules always for DM adjudication.

My point is that the social contract of D&D heavily suggests that major rule changes such as that one are informed to players before Session 0.

Removing Extra Attack, Uncanny Dodge, or Fireball are no simple "on the fly" rules adjudications. A DM who say "By the way, when you all level up, you don't get any of your new class features" at session 8 could easily torpedo their campaign due to player revolt. It's a major change that a player would have to weigh before sitting down and would pretty much require either ultimate trust or heavy convincing to be allowed. So much so that it no longer constitutes to DM final say.

Like one of my old mentors used to say "You don't have the final word if you are still asking for them to agree".
 

Lanefan

Victoria Rules
The thing is that you assume that because these places exist, all the NPCs gathering there are adventurers with levels. But (and see the discussion in the other thread), it does not have to be the case, I have many troubadours and trouveres congregating with bards, many fighters and gladiators without class level (and unable to progress much or indeed at all) in arenas, the same with mercenaries, etc. All of these are unlikely to have magical items or the fund to buy them, and even less to have them for sale.
If 10% - or even 5% - of the people at these places are adventurers with any field experience at all (i.e. not 0 xp raw 1st-level types) then you're going to meet enough of them that there's a likelihood of at least someone looking to buy or sell (or both!) some sort of item or other.
When was the last time your party encountered real other adventurers ? For me, it happens now and then in some campaigns, but there are not that many over the world.
In my game it's no big deal to meet other true adventuring groups or individuals either on the road or in town, and in town it's extremely common to meet non-adventuring people with class levels if you know where to find them, usually in the temples and guilds etc. noted previously.

Last session I ran the party were inteacting with a small group of Thieves who were initially the party's enemies but have since come to be, if not friends, at least neutral enough to let the PCs overnight at their remotely-located hideout a couple of times (and not even steal from them either!). En route to the swamp said hideout is in they met a small band of (probably lowish-level, the PCs weren't sure and didn't inquire too deeply) adventurers on the road, travelling from one town to another for reasons unknown.
Look at the FR, there are a few adventuring companies which are well known over the whole continent, they don't meet very often and I've never seen magic item shopping in any of the novels.
If you've never read Nicolas Eames' Kings of the Wyld, give it a look. Adventuring parties in that setting are treated like rock bands. :)
And how would these places have the means to defend their vault ? Who would they employ to prevent adventurers to raid their stores ? Or even nastier people actually...
Most guilds and temples worth their salt have some pretty solid defenses against attack or theft just to protect their own goods, never mind any magic items being stored or sold through there.
For us, that class is very setting specific and we don't like it despite WotC trying to explain that they have been in all worlds all along, we do know the truth from previous publications, these abominations have thankfully not spread beyond Eberron (and maybe Krynn with the Tinker gnomes but noone sane goes there these days anyway) :D
Where while I don't have Artificer as a capital-C Class I do have it as a profession some non-adventuirng arcanists branch into. (if a PC wizard-type wants to become an artificer, no problem: just retire from adventuring, put in several years of training, and you're good to rock)
As for magic items, since they are quite resistant, they come from previous civilisations, or were created by powerful casters for themselves and their minions, and they have since passed away, the usual explanations.
Ah - that's another difference: I have magic items being a bit more breakable than that, particularly when hit with big A-of-E damage effects.
Cool. I suspect that, as usual, we are closer than our internet position comfortably allow us to state while arguing. :)

I'm not against magic items trade, actually, but I'm certainly against magic items shops, for two reasons:
  • In game, as explained, I don't see how it would function and how it would be defended.
  • Out of game, I don't want players to optimise their items for their build. 5e has thankfully gotten rid of the mandatory magic items of 3e and 4e just to get bonuses because they were not able to balance the game otherwise, so I can give fun items with a history and interesting powers, it's not for players to powergame, and come and buy exactly the right items to widen the power gap.
It's hard to optimize when everything on the shopping list is randomly generated (maybe with a push toward one thing or another depending on the situation e.g. if a major war has just ended there might be a few more weapons and armour on the market than usual, that sort of thing). That said, if a character wants a specific item and is willing to wait quite a while for it they can always commission an artificer to build it. The problem here is that the character's companions will 99+% certainly want to keep adventuring during the construction time, which can be months or even a year or two, meaning you either retire or risk being dead by the time your item is finished*.

* - yet another reason for items hitting the open market: unclaimed commissions! :)
And that I completely agree with, to a certain extent. In our settings, adventurers are not that common, and they have a tendency to die (except the PCs, of course, who are slightly less likely), which means that, in the general population of adventurers, they will be mostly low level, so without or with few items, and therefore unlikely to sell them.

Of course, if you have a world where there are tons of adventurers, including many high level ones, it's a different story, but then I'm not sure how the setting works with these powerful "free electrons" all over the place. Note that it looks impossible to run, but the world's organisation should take that into account, it's not even the case in the FR where most of the powerful bands actually settle (and it's the way I tend to run things again, I've been raised on BECMI and adventurers having dominions after a while, etc.).
Many of the non-hereditary nobles in my setting are retired adventurers.
I can go with that, it's just that for me it requires a really large city, you won't find it in the provinces. Waterdeep, Greyhawk, Sharn, that kind of city. That being said, I love city adventures and I am happy with that kind of process, and actually it's the one 5e suggests.

But all of that also means that it's not easy to get a reliable estimate for an item, since there are no lists to compare things to. Moreover, as mentioned above, I tend to give really singular items with complex powers, not ones out of the books (or after careful selection), and very " plusses" items, so how does one assess this ?
Easy: if you went to an artificer and commissioned an identical item, what would that artificer charge you. There's your base value; and I've always assumed that to be the basis for the price lists in earlier editions.
And I understand the way you are running things as well, we did it for a long time in particular under 3e, but the thing is that most of our players realised that they don't like this that much. It's a lot of bookkeeping, counting, etc. and they do enough of that in their job if not in their day-to-day life. So for me it's not a question or realism, these things exist and we assume the characters take care of it, they are simply under the radar and assumed to be done in the background, so that we can concentrate on what makes it fun for us.

But if your players prefer managing that and enjoy the details of the computation and the lists of things, good for them, have fun !
They may not necessarily prefer thise things in the moments they needs doing, but they do in general prefer the sense of realism they represent, as do I.
Not sure I saw it, but I believe you, no worries, it's just that once more we assume that training is done in the background and we move on directly to exciting adventures.
The training itself can be done in the background but the costs can't be waved away so easily, and IMO neither can the in-game time.

That, and downtime is important for numerous other reasons; and one very nice side effect of making characters train into levels is that it forces parties to get out of the field now and then and take some downtime.
 

Lyxen

Great Old One
My point is that the social contract of D&D heavily suggests that major rule changes such as that one are informed to players before Session 0.

Actually, it does not. There is a specific section in Tasha's about the social contract and it has nothing to do with rules (which is normal since, once more, rules are not the focus of 5e, it's "rulings over rules").

Some table which are rules-focussed might want to discuss it, we don't, since we trust the DM as actually indicated in that section. :p

But there is no such suggestion and certainly not a heavy one.
 

Lanefan

Victoria Rules
Unless we are adding half spell leves and 2/1 round attacks, there is no way to avoid drastic jumps of power.

Same with tier. Is there a way to even stay Tier 1 for 20 levels?
I'm not suggesting things stay at tier one for 20 levels (if I were I'd suggest an E6 model of some sort), but there are ways of smoothing out the power jumps.

3/2 attacks are one such way (3 attacks per 2 rounds; or, later, 5/2 between 2/1 and 3/1). Spell slot manipulation is another: sure you get access to a new rack of spells at the odd-numbered levels but you only get, say, one slot at that level; and it's the even-numbered levels that give most of the slots you need to cast them with. You can stagger bonuses and feat gains etc. as well to even out levels where otherwise there'd be less gained. And so on - it just takes a little kitbashing. :)
 

Lanefan

Victoria Rules
Actually, it does not. There is a specific section in Tasha's about the social contract and it has nothing to do with rules (which is normal since, once more, rules are not the focus of 5e, it's "rulings over rules").
In this one you and @Minigiant are both right: you're correct in saying the DM can do what she wants and Minigiant is correct in saying that major rules changes, significant rulings, and kitbashes should whenever possible be introduced when or before the puck drops on the campaign. (the corollary to this, of course, is that those changes etc. all become locked in for that campaign; while I've both seen and done major rule changes in mid-campaign I really don't like doing so and try hard to avoid it)
 

Minigiant

Legend
Supporter
You obviously have not ran a game for a 2nd level moon druid, tansforming twice per short rest into a Black Bear with 4d10+12 hit points (so basically twice what everyone in the group has) and two attacks (that the fighter gets only at level 5).

Funny. Moon druid was the first casualty in my game game as a player because the enemies chewed through their measly beast AC and everyone else was too busy to save them.


No, they don't: "Training wheels (or stabilisers in British English and Hiberno-English) are an additional wheel or wheels mounted parallel to the rear wheel of a bicycle that assist learners until they have developed a usable sense of balance on the bicycle. Typically they are used in teaching very young children to ride a bike, although versions for adults exist."

Players playing at level 1-5 are not small children needing training by adults.

It's not positive at all when the rules actually say: "characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them."
I'm not saying "training wheels" is a positive term. I'm saying there isn't a positive term for "the point of the game where you don't have access to all of your characters full features and can feel a clear differentiation between easy, moderate, and hard challenges".

Even "early game" doesn't really cut it because you can play level 1-4 for years.




Tiers, if they even exist, are eminently flexible in range and don't even need to exist in some campaigns, as it will be just be a continuous series of change.
Tiers exist in leveled based games.

If levels go up, eventually you never more powerful that your previous self and the challenges that were moderate at those levels.
You are totally wrong, since the 5e rules say: "A Dungeon Master adjudicates the game and determines whether to use an official ruling in play. The DM always has the final say on rules questions."

So it is part of the 5e very rules and philosophy that you can play that edition while changing even the core math.

My point is major changes is not simple adjudication and require recreation of the social contract of the campaign between the DM and Players to proceed. It moves from Final Say to Updating the Contract.


And then he can say 'We are truly playing 5e as intended, and not relying only on the RAW, as some people like to quote it but forget the most important parts of said RAW". :p
My point is that once this is said, it becomes a new campaign contract. The DM had final say of rules adjudication not full rules revisions. There is a line where the DM can pass and lose final say because that was agreed on of what they have final say over would no longer exist.
 

Lyxen

Great Old One
In this one you and @Minigiant are both right: you're correct in saying the DM can do what she wants and Minigiant is correct in saying that major rules changes, significant rulings, and kitbashes should whenever possible be introduced when or before the puck drops on the campaign. (the corollary to this, of course, is that those changes etc. all become locked in for that campaign; while I've both seen and done major rule changes in mid-campaign I really don't like doing so and try hard to avoid it)

Don't take me wrong, my reply was mostly about the "entitlement" of the player that would require a DM to seek authorisation, but in general, as I mentioned, the pleasure of a DM is making his players happy, and if some players attach such importance to rules and character development, as a DM, I would of course take that into account, no need to make my player unhappy without good other reasons.

The second point for discussion was the timing. It's all well and good to want to do things before session 0, but the fact is that not everyone plays at high level all the time, so it's hard to foresee the consequences. Especially since it's a combo thing, not the character, not something external, but a combination of things.

I remember the case in 3e where an artefact was found, but after a few levels, a PC ability came in that the DM had not foreseen which created a bad problem of balance. Because the artefact was important for the campaign, the DM houseruled the ability. And even then the player did not complain as he was enjoying the artefact more than his ability, but it's just to show that a DM cannot foresee everything and 5e rightly gives him all the tools that he needs to maintain enjoyment.
 

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