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Characters of different power levels in Zero to Hero type games
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<blockquote data-quote="Sunseeker" data-source="post: 7401112"><p>Well, I don't think D&D can do it. A higher-level character is just <em>better</em> in every way, than a lower-level one. They have more utility (power), they have more versatility (power), they hit more often (power), their spells are harder to resist (power), they have more HP (power), they have better defenses (power). There's no reason, when given the option to be "between level 6 and 10" to <em>not</em> be level 10.</p><p></p><p>Now, D&D can certainly have different <em>types</em> of power. Spellcasters have more spells, fighter-types hit harder and faster, scout-types have more skills. </p><p></p><p><em>Personally</em>, what I did in a recent game was tell players they can be level 1-4, OR take a template of +1 to +3 to make up the difference. This allowed players to do more like the Supers games do: instead of seeing players who were simply superior in terms of class abilities, we got to see players with more diverse approaches to power, we had vampires, werewolves, half-dragons, half-demons and they all had power parity, but in ways that their respective players found particularly enjoyable and also in ways that were substantially different. Their power levels weren't <em>drastically</em> different, but they <em>felt</em> different.</p><p></p><p>Using straight-classes, I don't think there's any point to having the party spread over levels. The only benefit that a low level player really gets from running with a high level party in D&D is what video-gaming calls "power leveling", that is: you get better loot and better XP faster so that you can more quickly become on-par with the rest of the party. Outside of that, there's no point to a power disparity. Classes already have that, they're called "roles" and some classes do them better than others, but what you really want is each role performing on par for the party.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7401112"] Well, I don't think D&D can do it. A higher-level character is just [I]better[/I] in every way, than a lower-level one. They have more utility (power), they have more versatility (power), they hit more often (power), their spells are harder to resist (power), they have more HP (power), they have better defenses (power). There's no reason, when given the option to be "between level 6 and 10" to [I]not[/I] be level 10. Now, D&D can certainly have different [I]types[/I] of power. Spellcasters have more spells, fighter-types hit harder and faster, scout-types have more skills. [I]Personally[/I], what I did in a recent game was tell players they can be level 1-4, OR take a template of +1 to +3 to make up the difference. This allowed players to do more like the Supers games do: instead of seeing players who were simply superior in terms of class abilities, we got to see players with more diverse approaches to power, we had vampires, werewolves, half-dragons, half-demons and they all had power parity, but in ways that their respective players found particularly enjoyable and also in ways that were substantially different. Their power levels weren't [I]drastically[/I] different, but they [I]felt[/I] different. Using straight-classes, I don't think there's any point to having the party spread over levels. The only benefit that a low level player really gets from running with a high level party in D&D is what video-gaming calls "power leveling", that is: you get better loot and better XP faster so that you can more quickly become on-par with the rest of the party. Outside of that, there's no point to a power disparity. Classes already have that, they're called "roles" and some classes do them better than others, but what you really want is each role performing on par for the party. [/QUOTE]
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