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All D20 Is Broken
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2807368" data-attributes="member: 22882"><p>While I agree the op probably has Regeneration 5/fire among his Special Qualities, I do think he makes the genesis of a valid commentary on the d20 system, at least as embodied in D&D.</p><p></p><p>D&D, unlike the vast majority of non-RPG games, and even probably a plurality of RPGs, produces wildly varying 'experiences' as you level. Some players have the most fun at 1-5, some (perhaps most, judging from commentary and polls I've seen) at 5-12, some at high levels, a few at Epic levels, and arguably just as few at every level from start to finish. The key thing being that the experience differs considerably - the DMG even acknowledges it, without ever seriously questioning whether it's a "good thing."</p><p></p><p>Your typical console RPG goes roughly 50 levels and 50 hours; the gameplay experience doesn't change immensely between level 10 and level 40. Your character grows considerably stronger, takes on tougher monsters and bigger threats, the storyline advances, you gain new abilities - but the essence of the game rarely changes. At level 5 you had Fire, at level 20 you had Fira, at level 35, Firaga, at level 50, Flare - an increase in damage or scope or utility, but still part of the same ability tree. New abilities expand your tactical options, perhaps give you more mobility on the world map, perhaps open up new plot threads or missions, but they don't radically revamp the feel of the game. Combats typically last the same number of rounds and are decided in the same way - tactical in some games, simplistic in others, but largely the same across all levels. Leveling can be much faster because a 15th level character can often defeat a 20th level character. In fact, with exceptional luck or tactical skill (assuming the game is sufficiently random or tactically complex), a 1st level character could defeat a 50th level character, because they're both operating in a similar sphere of play.</p><p></p><p>That sphere of play, perhaps unsurprisingly, is closest to the popular mid levels in D&D: enough abilities to be interesting but none so powerful they turn many combats into one-hit-kills. Increased mobility to give the player options, but not instant transportation to take away wilderness adventures/encounters. Enough hp and spells to last through a fair few fights without fearing a random crit, but not so many danger doesn't loom large.</p><p></p><p>I wonder if a P&P RPG wouldn't be more entertaining if it captured that same spirit of expanding power and options within the most popular style of play, rather than simply accepting that every 3-5 levels would bring an entirely different style.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2807368, member: 22882"] While I agree the op probably has Regeneration 5/fire among his Special Qualities, I do think he makes the genesis of a valid commentary on the d20 system, at least as embodied in D&D. D&D, unlike the vast majority of non-RPG games, and even probably a plurality of RPGs, produces wildly varying 'experiences' as you level. Some players have the most fun at 1-5, some (perhaps most, judging from commentary and polls I've seen) at 5-12, some at high levels, a few at Epic levels, and arguably just as few at every level from start to finish. The key thing being that the experience differs considerably - the DMG even acknowledges it, without ever seriously questioning whether it's a "good thing." Your typical console RPG goes roughly 50 levels and 50 hours; the gameplay experience doesn't change immensely between level 10 and level 40. Your character grows considerably stronger, takes on tougher monsters and bigger threats, the storyline advances, you gain new abilities - but the essence of the game rarely changes. At level 5 you had Fire, at level 20 you had Fira, at level 35, Firaga, at level 50, Flare - an increase in damage or scope or utility, but still part of the same ability tree. New abilities expand your tactical options, perhaps give you more mobility on the world map, perhaps open up new plot threads or missions, but they don't radically revamp the feel of the game. Combats typically last the same number of rounds and are decided in the same way - tactical in some games, simplistic in others, but largely the same across all levels. Leveling can be much faster because a 15th level character can often defeat a 20th level character. In fact, with exceptional luck or tactical skill (assuming the game is sufficiently random or tactically complex), a 1st level character could defeat a 50th level character, because they're both operating in a similar sphere of play. That sphere of play, perhaps unsurprisingly, is closest to the popular mid levels in D&D: enough abilities to be interesting but none so powerful they turn many combats into one-hit-kills. Increased mobility to give the player options, but not instant transportation to take away wilderness adventures/encounters. Enough hp and spells to last through a fair few fights without fearing a random crit, but not so many danger doesn't loom large. I wonder if a P&P RPG wouldn't be more entertaining if it captured that same spirit of expanding power and options within the most popular style of play, rather than simply accepting that every 3-5 levels would bring an entirely different style. [/QUOTE]
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