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3rd Edition too quick? too powerful?
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<blockquote data-quote="Celtavian" data-source="post: 725104" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>I think the current 3e model for advancement is very good for most players. I play probably more than most at 2 to 4 times a week for roughly 6 to 8 hours per session, yet it still took our group 5 months or so to reach 14th level doing the RttToEE module.</p><p></p><p>If we had been playing once a week or once a month, it would have taken us a year or more to reach lvl 14. We would probably never be able to use the Epic Level Handbook or use any high level spells if advancement was as slow as in previous editions.</p><p></p><p>I for one am glad they accelerated advancement. I look forward to playing the high level game. The high level game seems far more interesting to me than the low level game.</p><p></p><p>I wonder if most complaints about the fast advancement don't occur because of the difficulty of running a challenging, interesting and involved high level game where single die rolls often decide the outcome of events. This is probably the biggest weakness of the D&D advancement system. It boils down to one thing: <strong>the lack of a viable non-combat experience system.</strong></p><p></p><p>My one hope is that the game designers come up with a viable method for awarding experience for non-combat encounters. I believe this would make it easier to run a challenging, interesting and involved high level game that goes beyond simply rolling the dice.</p><p></p><p>At high levels, the game takes on a whole different meaning as extremely powerful individuals vie for power or fight against forces of evil that they should not always be able to defeat with pure force. Yet, D&D strongly encourages combat as the ultimate form of encounter resolution because of the experience system.</p><p></p><p>If 3rd edition D&D would include an official and viable system of distributing non-combat experience for encounters that require a roleplaying resolution, I would be very happy. That would greatly alleviate the constant need to resort to combat and looting for a character to advance, which from my perspective, is what really hurts the high level game and makes it seem less interesting.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 725104, member: 5834"] [b]re[/b] I think the current 3e model for advancement is very good for most players. I play probably more than most at 2 to 4 times a week for roughly 6 to 8 hours per session, yet it still took our group 5 months or so to reach 14th level doing the RttToEE module. If we had been playing once a week or once a month, it would have taken us a year or more to reach lvl 14. We would probably never be able to use the Epic Level Handbook or use any high level spells if advancement was as slow as in previous editions. I for one am glad they accelerated advancement. I look forward to playing the high level game. The high level game seems far more interesting to me than the low level game. I wonder if most complaints about the fast advancement don't occur because of the difficulty of running a challenging, interesting and involved high level game where single die rolls often decide the outcome of events. This is probably the biggest weakness of the D&D advancement system. It boils down to one thing: [b]the lack of a viable non-combat experience system.[/b] My one hope is that the game designers come up with a viable method for awarding experience for non-combat encounters. I believe this would make it easier to run a challenging, interesting and involved high level game that goes beyond simply rolling the dice. At high levels, the game takes on a whole different meaning as extremely powerful individuals vie for power or fight against forces of evil that they should not always be able to defeat with pure force. Yet, D&D strongly encourages combat as the ultimate form of encounter resolution because of the experience system. If 3rd edition D&D would include an official and viable system of distributing non-combat experience for encounters that require a roleplaying resolution, I would be very happy. That would greatly alleviate the constant need to resort to combat and looting for a character to advance, which from my perspective, is what really hurts the high level game and makes it seem less interesting. [/QUOTE]
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