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<blockquote data-quote="I'm A Banana" data-source="post: 5691434" data-attributes="member: 2067"><p>Actually, IMXP, it's more about how tough you are in relation to the people (NPC's) around you. Like any other tier, it's also about the kind of adventures you go on. Playing "normal tier" would be playing the average townsfolk caught up in magical mystical adventure, and having to use your few exceptional abilities to their greatest effect. It's not that you are more tough, more skilled, or more able than, say, the town blacksmith. You might BE the town blacksmith, without anything more heroic on you than perhaps a slightly exceptional rugged endurance. Yet it still falls to you to stop the goblins / investigate the child abductions / put off the werewolf. </p><p></p><p>The 0-level rules don't do a bad job of achieving that kind of "big danger, normal folk" vibe, but there's a lot more appeal in that vibe than one adventure can contain. Playing the kind of fairy tale normal ("I am a poor woodcutter, and I must deal with these faerie!") is fun for more than just one session.</p><p></p><p>It's especially true in light of the observation that D&D is, functionally, a 10-level game. The "big heroic heroes of the land" feel is great, but it's not what everyone is looking for out of their D&D experience, and having a big room to play in a more "Grimm's Fairy Tales" vibe would help to embrace a fantasy feel that should be more doable in D&D IMO. </p><p></p><p></p><p></p><p>Some heroes are heroes because they can slay dragons and face goblin armies.</p><p></p><p>Others are heroes because they are clever, quick, tough, confident, and lucky in the face of great danger.</p><p></p><p>Maybe they go on to slay dragons and face goblin armies, but they start out just a brave little tailor swatting flies. </p><p></p><p>I'd like more than just a session or three to explore the stories my group can tell like that, myself.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5691434, member: 2067"] Actually, IMXP, it's more about how tough you are in relation to the people (NPC's) around you. Like any other tier, it's also about the kind of adventures you go on. Playing "normal tier" would be playing the average townsfolk caught up in magical mystical adventure, and having to use your few exceptional abilities to their greatest effect. It's not that you are more tough, more skilled, or more able than, say, the town blacksmith. You might BE the town blacksmith, without anything more heroic on you than perhaps a slightly exceptional rugged endurance. Yet it still falls to you to stop the goblins / investigate the child abductions / put off the werewolf. The 0-level rules don't do a bad job of achieving that kind of "big danger, normal folk" vibe, but there's a lot more appeal in that vibe than one adventure can contain. Playing the kind of fairy tale normal ("I am a poor woodcutter, and I must deal with these faerie!") is fun for more than just one session. It's especially true in light of the observation that D&D is, functionally, a 10-level game. The "big heroic heroes of the land" feel is great, but it's not what everyone is looking for out of their D&D experience, and having a big room to play in a more "Grimm's Fairy Tales" vibe would help to embrace a fantasy feel that should be more doable in D&D IMO. Some heroes are heroes because they can slay dragons and face goblin armies. Others are heroes because they are clever, quick, tough, confident, and lucky in the face of great danger. Maybe they go on to slay dragons and face goblin armies, but they start out just a brave little tailor swatting flies. I'd like more than just a session or three to explore the stories my group can tell like that, myself. [/QUOTE]
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