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A thing about d20 D&D I didn't like, and still don't know why it was done...
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<blockquote data-quote="Pbartender" data-source="post: 3260663" data-attributes="member: 7533"><p>In the end, though, that organic-ness is just an illusion.</p><p></p><p>Ultimately, Experience Points, and the levels attained thereby, are just a means of quantifying a character's advancement and determining what abilities he gain when. The actual numbers involved in Experience Points and Levels matters very little, so long as A) the rate of advancement and ability gain is appropriate and B) the power levels of two different classes with roughly the same amount of XP is roughly the same.</p><p></p><p>For 3rd Edition, they made Experience and Levels the standard, and arranged the power gains around that framework. Whereas earlier editions defined the power gains per level first, and then arranged the experience points around that to get an appropriate rate of advancement.</p><p></p><p>Conceptually and mechanically, it's generally far easier to consider that a 5th-level Cleric, a 5th-level Fighter, a 5th-level Rogue and a 5th-level Wizard (12,000 XP) all have the same power level, than a 4th-level Cleric, a 4th-level Fighter, a 5th-level Thief and a 3rd-level Magic-User (12,000 XP).</p><p></p><p>"Organic-ness" really has nothing to do with it. Organic-ness is more about players making character-building choices for their characters based on what happens to them during the game, rather than on a master plan pre-determined at character creation.</p><p></p><p>When you look at it that way, while D20 certainly doesn't eliminate those master plans (in fact, I admit they they flourish), at least there is possibility for organic growth... Characters that have a change of heart, or a change of profession can simply take new feats, assign new skill ranks or multiclass into a new class to reflect that change. There never really was that option in previous editions... For the most part, what you chose to do at first level determined exactly what you would be doing until the death of your character. The opportunities for switching were few, far between and troublesome. I'd hardly call that organic growth.</p><p></p><p>Organic character growth is easy in D20 games... "You cannot multiclass without permission from the DM. When appropriate, the DM may suggest specific classes or prestige-classes for multiclassing."</p><p></p><p></p><p>EDIT: ...beat to the punch. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p></blockquote><p></p>
[QUOTE="Pbartender, post: 3260663, member: 7533"] In the end, though, that organic-ness is just an illusion. Ultimately, Experience Points, and the levels attained thereby, are just a means of quantifying a character's advancement and determining what abilities he gain when. The actual numbers involved in Experience Points and Levels matters very little, so long as A) the rate of advancement and ability gain is appropriate and B) the power levels of two different classes with roughly the same amount of XP is roughly the same. For 3rd Edition, they made Experience and Levels the standard, and arranged the power gains around that framework. Whereas earlier editions defined the power gains per level first, and then arranged the experience points around that to get an appropriate rate of advancement. Conceptually and mechanically, it's generally far easier to consider that a 5th-level Cleric, a 5th-level Fighter, a 5th-level Rogue and a 5th-level Wizard (12,000 XP) all have the same power level, than a 4th-level Cleric, a 4th-level Fighter, a 5th-level Thief and a 3rd-level Magic-User (12,000 XP). "Organic-ness" really has nothing to do with it. Organic-ness is more about players making character-building choices for their characters based on what happens to them during the game, rather than on a master plan pre-determined at character creation. When you look at it that way, while D20 certainly doesn't eliminate those master plans (in fact, I admit they they flourish), at least there is possibility for organic growth... Characters that have a change of heart, or a change of profession can simply take new feats, assign new skill ranks or multiclass into a new class to reflect that change. There never really was that option in previous editions... For the most part, what you chose to do at first level determined exactly what you would be doing until the death of your character. The opportunities for switching were few, far between and troublesome. I'd hardly call that organic growth. Organic character growth is easy in D20 games... "You cannot multiclass without permission from the DM. When appropriate, the DM may suggest specific classes or prestige-classes for multiclassing." EDIT: ...beat to the punch. :o [/QUOTE]
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A thing about d20 D&D I didn't like, and still don't know why it was done...
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