I said a new edition of D&D, not a new edition of humans.An edition change in which the fans don't use it as an excuse to be complete jerks to each other.
I said a new edition of D&D, not a new edition of humans.An edition change in which the fans don't use it as an excuse to be complete jerks to each other.
I said a new edition of D&D, not a new edition of humans.
Caps the power level at about the current level 10... and spreads it over about 30 levels of advancement, with rules for gradually adding feats or the like if the campaign keeps going.
(Pretty sure I'm not getting that).
Not to be flippant, but you play and see what happens.The problem I see with this...because I encounter it when I'm homebrewing stuff...is that it can feel like ALL of the abilities are intrinsic to the class. So you front-load it and...then what?
Mmm... swinginess. I love the "oh crit!" feeling, which is probably why I prefer low levels.I want crit threat ranges and damage multipliers back.
I call this: Character progression vs Class Progression, in terms of features acquisition. You have a bunch of features when you start your career. The rest of on the features comes from the adventuring itself (magic items, boons, charms) or from developing proficiency (better skills, more uses of starting features etc)Not to be flippant, but you play and see what happens.
It's tough to articulate because there aren't really a ton of system to compare it to, but I want a D&D where your farmboy doesn't get Extra Attack because he hit 5th level and is a fighter, he gets Extra Attack because he helped the son of a famous swordsmaster and the swordsmaster agrees to teach him his techniques.