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Breadth vs Depth: Is D&D designed the wrong way around?
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<blockquote data-quote="Pedantic" data-source="post: 9051725" data-attributes="member: 6690965"><p>I've been saying something similar for years, though I think I've largely approached it from the opposite angle. Less, the design should begin with an intended lower level end point and then be expanded outward, more that content should be appropriately tiered from the outset. =</p><p></p><p>It's ridiculous to write a pirate themed adventure at level 13, or a book dealing with frozen tundra survival that has material relevant to level 15 characters. The tundra isn't a problem at that level, those characters can trivially ignore environmental conditions they don't like, and/or leave whenever they want. Boats don't make sense as means of conveyance for high level characters, and are instead set-pieces or smaller parts of larger moving threats. Dealing with an armada of ships at those levels is at best a single encounter, and more likely set-dressing for whatever the real encounter is.</p><p></p><p>Those points should be knowable, laid out in advance to DMs and players so that sensible adventure/worldbuilding/encounter design can take place. D&D would do a lot better as the generic fantasy system if it made a point of telling its users exactly where in its massive power scale any given fantasy fits. It's also a convenient answer to the Fighter problem, because you can actually print archetypes inside the appropriate power-range they can support. </p><p></p><p>I'm less sold that level-by-level multiclassing is still really a good idea in that setup, as, if PC capability is going to expand to fill each tier as appropriate, the costs are significantly higher, risking making it even more a trap for players. Better to just write more classes, but it might work as a variant rule for games that stick within a specific tier. I also worry that the entire design still needs to be realized (or at least planned) from the outset, or you run into some weird scaling problems with things like skills.</p><p></p><p>All told though, I think it's absolutely on the right track. Personally, I've been most fond of presenting it in the form of shorter classes, that one only takes for the duration of a given tier, before selecting another one, maybe with some sensible progression groupings.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9051725, member: 6690965"] I've been saying something similar for years, though I think I've largely approached it from the opposite angle. Less, the design should begin with an intended lower level end point and then be expanded outward, more that content should be appropriately tiered from the outset. = It's ridiculous to write a pirate themed adventure at level 13, or a book dealing with frozen tundra survival that has material relevant to level 15 characters. The tundra isn't a problem at that level, those characters can trivially ignore environmental conditions they don't like, and/or leave whenever they want. Boats don't make sense as means of conveyance for high level characters, and are instead set-pieces or smaller parts of larger moving threats. Dealing with an armada of ships at those levels is at best a single encounter, and more likely set-dressing for whatever the real encounter is. Those points should be knowable, laid out in advance to DMs and players so that sensible adventure/worldbuilding/encounter design can take place. D&D would do a lot better as the generic fantasy system if it made a point of telling its users exactly where in its massive power scale any given fantasy fits. It's also a convenient answer to the Fighter problem, because you can actually print archetypes inside the appropriate power-range they can support. I'm less sold that level-by-level multiclassing is still really a good idea in that setup, as, if PC capability is going to expand to fill each tier as appropriate, the costs are significantly higher, risking making it even more a trap for players. Better to just write more classes, but it might work as a variant rule for games that stick within a specific tier. I also worry that the entire design still needs to be realized (or at least planned) from the outset, or you run into some weird scaling problems with things like skills. All told though, I think it's absolutely on the right track. Personally, I've been most fond of presenting it in the form of shorter classes, that one only takes for the duration of a given tier, before selecting another one, maybe with some sensible progression groupings. [/QUOTE]
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