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General Tabletop Discussion
*Dungeons & Dragons
Anyone else finding character advancement pretty dull?
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<blockquote data-quote="Caliburn101" data-source="post: 7479260" data-attributes="member: 6802178"><p>There is not quite enough choice really - which is of course a positive part of the levelling-up experience.</p><p></p><p>Macro feats and 'either/or' stat/feat progression means choice doesn't come up much for non-spellcasters after subclass is chosen, and things are accrued in blocks - almost like a mini-subclass. GWF for instance...</p><p></p><p>The unfortunate number of 'meh' and just plain useless spells takes even some of the spellcaster fun out of the choices available. The concentration mechanics are fine, but over-egged and sometimes applied to already weak spells to make them near useless, and yet not to others better suited to the mechanic in some cases. Sensible players don't choose these making long spell lists effectively shorter.</p><p></p><p>But it all leads to the same place - not as much choice.</p><p></p><p>There is of course a balance point to be chosen between counterproductive complexity and choice, and between railroad advancement and 'too much on the menu to choose' powers and ability proliferation.</p><p></p><p>I agree with those that argue that WoTC went a little too conservative on this point.</p><p></p><p>I would have smaller feats around halfway between the current ones and the paper slicing approach of 3.5 in terms of scope and power, a little more skill development (extra class skills after character gen generally for instance) and stat boosts decoupled from feats throughout levelling with +1/+1 at a time to discourage monorailing primary stats and sucking up all the oxygen of choice until you're into double figures in terms of level and most campaigns are about to end.</p><p></p><p>None of that would add too much more complexity, but it would serve choice - a win/win in my book.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7479260, member: 6802178"] There is not quite enough choice really - which is of course a positive part of the levelling-up experience. Macro feats and 'either/or' stat/feat progression means choice doesn't come up much for non-spellcasters after subclass is chosen, and things are accrued in blocks - almost like a mini-subclass. GWF for instance... The unfortunate number of 'meh' and just plain useless spells takes even some of the spellcaster fun out of the choices available. The concentration mechanics are fine, but over-egged and sometimes applied to already weak spells to make them near useless, and yet not to others better suited to the mechanic in some cases. Sensible players don't choose these making long spell lists effectively shorter. But it all leads to the same place - not as much choice. There is of course a balance point to be chosen between counterproductive complexity and choice, and between railroad advancement and 'too much on the menu to choose' powers and ability proliferation. I agree with those that argue that WoTC went a little too conservative on this point. I would have smaller feats around halfway between the current ones and the paper slicing approach of 3.5 in terms of scope and power, a little more skill development (extra class skills after character gen generally for instance) and stat boosts decoupled from feats throughout levelling with +1/+1 at a time to discourage monorailing primary stats and sucking up all the oxygen of choice until you're into double figures in terms of level and most campaigns are about to end. None of that would add too much more complexity, but it would serve choice - a win/win in my book. [/QUOTE]
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Anyone else finding character advancement pretty dull?
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