ironregime said:
For some time I have had nagging doubts about what the heck xp and levels represent, and what the effect on the game would be if PCs didn't advance so... obviously.
Ostensibly, experience points represent useful experience, from facing real challenges, the kind of experience real people learn from. Levels, of course, diverge quite a bit from how real people learn and improve in real life, not so much because they tie many separate skills together, but because they involve all the oddness of hit points and magical powers.
ironregime said:
Campaigns that span a few weeks of game time and result in PCs with levels higher than their age... (Does it strain credulity for someone to leave his village an inept peon and return a month later as the most skilled warrior in the kingdom? So what if he went through the whole Age of Worms adventure path; how much could he actually learn in so short a time that experts who have spent their whole lives could not?)
I haven't seen anything so extreme, but real-life soldiers become dramatically more effective after a few weeks in combat:
Certainly some of it is
selection rather than
experience, but fighter pilots who survive their first engagement are dramatically more likely to survive their second.
In fantasy, we have the canonical example of the hobbits returning to the shire ready and able to take on Sharky's men -- they've gone up a few levels, and without even beating 13 EL-appropriate foes...
ironregime said:
Wide disparity in the power level of NPCs with no outward way to judge... (sure, smart PCs can tell low-HD monsters from high-HD ones, but how are they supposed to know whether the old hermit NPC is a crazy 1st level commoner or a 12th level sorcerer?)
I guess that might be a practical problem, but I don't see it as a verisimilitude problem. Lancelot looks like any other knight. When the knight wearing no coat-of-arms at the tournament keeps knocking everyone around, you start to wonder,
Is that Lancelot?
ironregime said:
High-level retired adventurers who are barkeeps but are just as sharp and skilled as they were decades ago... (How come their skills don't deteriorate from non-use?)
Do we need the game system to spell that out? At any rate, plenty of stories have the retired hero shake of the rust and demonstrate just what a hero he used to be.
ironregime said:
Is it possible to imagine D&D without advancement?
Sure, but I think something like a level cap or slower advancement at higher levels makes more sense than no advancement at all. We don't notice Aragorn getting any better at anything, even if the hobbits grow (sometimes literally) throughout the epic.
ironregime said:
What would happen if your group simply decided on the level at which they wanted to play, and just started playing, without tracking xp?
If they started out at a high enough level, I think it would be fine. If they never reached the point where they could take on a half-dozen hobgoblins, it wouldn't be.
ironregime said:
Is it possible to imagine D&D without levels... or more to the point, without large disparities in skill between anyone and anyone else? Would this still be considered a heroic game or would you classify this as gritty/realistic?
I don't think it would be realistic without the disparities in skill. In real life a master swordsman
is much, much better than a novice.
ironregime said:
Is it possible to link advancement with age? What would happen if it were impossible for someone to have more class levels than twice their age? I picked that ratio at random, but it could be any formula you like... What effect would this have on running a campaign?
Adventuring isn't a union job, and real-life people grow and improve only with challenging experiences. A young, motivated learner can gain enough skill to surpass an old, unmotivated worker, even though they are at the same job.