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General Tabletop Discussion
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Anyone else finding character advancement pretty dull?
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<blockquote data-quote="grimslade" data-source="post: 7477182" data-attributes="member: 6061"><p>I like the leveling experience in 5e. I like not having to fiddle and tweak my 'build' to be optimum so I wouldn't let my party down. Character design was a fun minigame when I wasn't playing, but it was ultimately empty. BECMI, AD&D, 2E leveling was similar. Small gains except for spell casters and once you got to high enough levels not much change at all. I don't mind it. The play of the game is more important now, not the pencil whipping 'strategy' of feat and multiclass stacking, avoiding trap feats and Prestige classes. I enjoy that very much.</p><p>The flattened math means that leveling will not be as 'exciting' as 3.x. There will not be an Advanced Player's Handbook, because that would break the simplified rules of 5e. WotC would need to change whole systems to accommodate a more complex game. The whole modular approach that was talked about during the Next development could bring in some great complex leveling, but why? The mini-game of character creation was a barrier to entry. Feats and multiclassing are more complex options, but they start to chip away at the math of the game and are pretty limited. Adding more complexity would chip away further at the solid core gameplay.</p><p> </p><p>The addition of Psionics will be a test of what 5e can handle as far as a system addition. If we wind up with the different school of magic approach, 5e is not going to get more complex until the end of its life cycle. Think Book of Nine Swords or Magic of Incarnum at the end of 3.5 If we get a more robust spell point system, there is hope of more complexity coming down the pike as it shows that the designers are willing to flex the system a bit.</p></blockquote><p></p>
[QUOTE="grimslade, post: 7477182, member: 6061"] I like the leveling experience in 5e. I like not having to fiddle and tweak my 'build' to be optimum so I wouldn't let my party down. Character design was a fun minigame when I wasn't playing, but it was ultimately empty. BECMI, AD&D, 2E leveling was similar. Small gains except for spell casters and once you got to high enough levels not much change at all. I don't mind it. The play of the game is more important now, not the pencil whipping 'strategy' of feat and multiclass stacking, avoiding trap feats and Prestige classes. I enjoy that very much. The flattened math means that leveling will not be as 'exciting' as 3.x. There will not be an Advanced Player's Handbook, because that would break the simplified rules of 5e. WotC would need to change whole systems to accommodate a more complex game. The whole modular approach that was talked about during the Next development could bring in some great complex leveling, but why? The mini-game of character creation was a barrier to entry. Feats and multiclassing are more complex options, but they start to chip away at the math of the game and are pretty limited. Adding more complexity would chip away further at the solid core gameplay. The addition of Psionics will be a test of what 5e can handle as far as a system addition. If we wind up with the different school of magic approach, 5e is not going to get more complex until the end of its life cycle. Think Book of Nine Swords or Magic of Incarnum at the end of 3.5 If we get a more robust spell point system, there is hope of more complexity coming down the pike as it shows that the designers are willing to flex the system a bit. [/QUOTE]
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Anyone else finding character advancement pretty dull?
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