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D&D Blog - Just Bigger Numbers
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<blockquote data-quote="Mark CMG" data-source="post: 5830911" data-attributes="member: 10479"><p>This all goes back to the fact that stretching the system that uses a d20 for conflict resolution from roughly ten level to roughly twenty levels then to thirty levels or more is problematic. And this is not just because it requires stuffing more goodies in along the way to keep each level new and interesting for players but it also requires patching the way the system handles the resolution mechanic.</p><p></p><p>This has the result of making the system more complex for no inherent system reason, no in-game reasoning. It's a way to sell more books. Which is fine, I suppose, if that is a goal and I don't think anyone disagrees that there needs to be that goal for the corporation to make enough money off the system without revising or putting out a new edition every couple/few years, if they have a limited number of properties to develop.</p><p></p><p>But the baggage that decision carries with it is an unnecessarily complicated (not simply more complex) system that grows increasingly less intuitive. The alternative is to pack more milestones into each level, and not simply at the leveling up point, but keep the system closer to a ten level affair that meshes more effectively with a d20 resolution mechanic. It can be done but the status quo in the community is that more levels means more goodies and therefore don't make the game have fewer levels.</p><p></p><p>You can tell by the assumptions in this article and others the designers are championing more levels as good and the designers are not looking to change that any time soon. The question becomes, "Can they divert the focus off the inherent problem and towards a different sort of patch, one where they develop three related games packaged as one game, with enough crossover similarities that the community will accept it as one game (and buy not only all three as core but supplements, under the guise of modular options, for all three in an effort to extend the edition cycle)?"</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5830911, member: 10479"] This all goes back to the fact that stretching the system that uses a d20 for conflict resolution from roughly ten level to roughly twenty levels then to thirty levels or more is problematic. And this is not just because it requires stuffing more goodies in along the way to keep each level new and interesting for players but it also requires patching the way the system handles the resolution mechanic. This has the result of making the system more complex for no inherent system reason, no in-game reasoning. It's a way to sell more books. Which is fine, I suppose, if that is a goal and I don't think anyone disagrees that there needs to be that goal for the corporation to make enough money off the system without revising or putting out a new edition every couple/few years, if they have a limited number of properties to develop. But the baggage that decision carries with it is an unnecessarily complicated (not simply more complex) system that grows increasingly less intuitive. The alternative is to pack more milestones into each level, and not simply at the leveling up point, but keep the system closer to a ten level affair that meshes more effectively with a d20 resolution mechanic. It can be done but the status quo in the community is that more levels means more goodies and therefore don't make the game have fewer levels. You can tell by the assumptions in this article and others the designers are championing more levels as good and the designers are not looking to change that any time soon. The question becomes, "Can they divert the focus off the inherent problem and towards a different sort of patch, one where they develop three related games packaged as one game, with enough crossover similarities that the community will accept it as one game (and buy not only all three as core but supplements, under the guise of modular options, for all three in an effort to extend the edition cycle)?" [/QUOTE]
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