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Breadth vs Depth: Is D&D designed the wrong way around?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9052228" data-attributes="member: 6790260"><p>Your problem is that you are assuming those are independent events. They aren't. At the absolute least, they have <em>your active interest</em> making it happen, not to mention the "people tend to game with like-minded people" effect. That's kind of a glaring hole in your logic here...</p><p></p><p></p><p>While I imagine the active interest varies depending on exactly what level is reached, yeah, I generally would not be surprised at those bumbers.</p><p></p><p>Again, <em>I wish this weren't true.</em> I find low level D&D painfully boring mechanically (even 4e, where I prefer starting somewhere around level 3-6.) Trying to convince 5e DMs to consider starting at anything above 1 is like pulling teeth. Trying to convince them to start above level 3 is like trying to pull <em>hen's</em> teeth—<em>there's nothing to pull,</em> you simply <em>won't</em> make headway.</p><p></p><p></p><p>Well, I have long explicitly supported creating true "novice levels," but in the context of this proposal it might be more complicated.</p><p></p><p>Perhaps a preliminary system inspired by 13A's "incremental advance" rules? That is, define stats for a "novice character" or the like, and then a set of rules for how to slowly bring that "novice" character up to speed. Picking up an attack bonus here, a skill proficiency there, etc. Perhaps even include support for leaving your class undefined at first and letting it evolve toward something over time (e.g. you might pick up a single cantrip as a preliminary option, but ultimately end up abandoning it for barbarian and Rage.)</p><p></p><p>Then, as stated, later on make an actual full-throated "go from <em>absolute zero</em> to basic hero" block of however many levels (perhaps 10 as well) to give folks jonesing for that feel an even more effective experience (or at least a different option if the default novice rules don't give what they want.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9052228, member: 6790260"] Your problem is that you are assuming those are independent events. They aren't. At the absolute least, they have [I]your active interest[/I] making it happen, not to mention the "people tend to game with like-minded people" effect. That's kind of a glaring hole in your logic here... While I imagine the active interest varies depending on exactly what level is reached, yeah, I generally would not be surprised at those bumbers. Again, [I]I wish this weren't true.[/I] I find low level D&D painfully boring mechanically (even 4e, where I prefer starting somewhere around level 3-6.) Trying to convince 5e DMs to consider starting at anything above 1 is like pulling teeth. Trying to convince them to start above level 3 is like trying to pull [I]hen's[/I] teeth—[I]there's nothing to pull,[/I] you simply [I]won't[/I] make headway. Well, I have long explicitly supported creating true "novice levels," but in the context of this proposal it might be more complicated. Perhaps a preliminary system inspired by 13A's "incremental advance" rules? That is, define stats for a "novice character" or the like, and then a set of rules for how to slowly bring that "novice" character up to speed. Picking up an attack bonus here, a skill proficiency there, etc. Perhaps even include support for leaving your class undefined at first and letting it evolve toward something over time (e.g. you might pick up a single cantrip as a preliminary option, but ultimately end up abandoning it for barbarian and Rage.) Then, as stated, later on make an actual full-throated "go from [I]absolute zero[/I] to basic hero" block of however many levels (perhaps 10 as well) to give folks jonesing for that feel an even more effective experience (or at least a different option if the default novice rules don't give what they want.) [/QUOTE]
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