Ok, so since I checked this morning... (post 439), there have been over 90 posts (post 533) until now! Geez, what is going on with this thread LOL!
But hey, good news is, we can expect more of the same (of things that don't work).
Preach, man,
preach!
Bounded accuracy essentially moves to expected damage (DPR) as all that really matters.
Very true. So much to the point our other DM considered removing attack rolls completely and just rolling damage.
IME, in 'classic' (A)D&D games, progression was the main reward during the sucky low levels. Once PCs reached the levels that didn't suck so much, progression both slowed and became less important. (With "the levels that didn't suck so much" being defined differently by different groups.)
Now it certainly happened that games were started at higher, less-sucky levels with slower progression from the get-go, but those games were seen as "atypical" D&D games, even in the circles where they were common.
Interesting. IME (A)D&D games back in the day were never about leveling up. When I DM's I tracked XP for everyone, and simply told them "you level up" when they we able to train, etc. Even in game where the players tracked their own XP, it wasn't a big deal... probably because you rarely got much. A lot of times all you got we a hit die. Other times you might hit a level up and get a hit die, decreased THAC0, better saves, weapon and non-weapon proficiency, and possibly a class feature! Those were obviously the keystone levels!
Where is the progression?
In everything else PCs get. Pretty much every class gains
something every level of the game, even if it is simply a hit die and better spells. You can have a mid-level character with over 20 features! If you really look at things, PCs progress A LOT in many different ways...
Perhaps it still feels like not enough, even when taken as a whole?
This is where you get into class features, if spellcasters bother you that much.
Yeah, this.
Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth?
This is something my friend, and many of us in both our groups, have been working on for the last few years. IMO, 5E has more than enough horizontal growth given the number of features PCs get.
I've been kicking around the idea of a 5e hack where leveling stops at 5 (much like the old e6 idea for 3e).
If you want feedback, DM me.
@DND_Reborn and the rest of us have explored the L5 to L12 varations of the game for the last couple years now. I know he'd probably DM with you on some of it, even though he's not on the forum anymore. I'd let him know.
Best of luck. Any time you touch the overwhelming power and versatility of Wizards, you get vocal, nasty condemnation.
Or you get overwhelming agreement and support. Lots of threads on the forum over the years has been about nerfing casters, Wizards as part of that even more so.
Every homebrew version/ house-rule concerning Wizards and their spells is about decreasing their impact in our games.
In 1e ogres had around 30 hit points if that.
LOL, average of 19 (4d8+1). Those were the days...
