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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 2987069" data-attributes="member: 5868"><p>Without drastically changing the game (e.g. spreading out gains so that one level today equals four widely spaced "sub-levels" tomorrow -- but with fewer perks at each sub-level, players may lose interest. What wizard wants to wait 5 levels to get 2d level spells?) I see really only a few options:</p><p></p><p>1. With player concurrance, reduce XP awards and treasure. This means you do more adventuring between levels, but you do gain power more slowly. This can be balanced a bit by allowing players to still make their own magic items, and by adding things (power components, other materials) that can add small increments of capability without being new levels or requiring rebalancing.</p><p></p><p>2. Agreeing to dispense with XP, and just gaining a level when everyone feels it is time. If no one is too greedy with magic, you can adventure forever at whatever your favorite level is.</p><p></p><p>3. Restart the campaign at the beginning once you reach the level cap. You spend more time at low-mid levels if you never play high levels. </p><p></p><p>Frankly, I find 1 + 3 to be the best solutions to me -- slowing advancement by the right amount means I'm ready to explore new ideas or a new campaign by the time we start to advance outside the "sweet spot" -- and it still allows the game itself to be built for folks who have different perceptions of what the sweet spot is than I do.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 2987069, member: 5868"] Without drastically changing the game (e.g. spreading out gains so that one level today equals four widely spaced "sub-levels" tomorrow -- but with fewer perks at each sub-level, players may lose interest. What wizard wants to wait 5 levels to get 2d level spells?) I see really only a few options: 1. With player concurrance, reduce XP awards and treasure. This means you do more adventuring between levels, but you do gain power more slowly. This can be balanced a bit by allowing players to still make their own magic items, and by adding things (power components, other materials) that can add small increments of capability without being new levels or requiring rebalancing. 2. Agreeing to dispense with XP, and just gaining a level when everyone feels it is time. If no one is too greedy with magic, you can adventure forever at whatever your favorite level is. 3. Restart the campaign at the beginning once you reach the level cap. You spend more time at low-mid levels if you never play high levels. Frankly, I find 1 + 3 to be the best solutions to me -- slowing advancement by the right amount means I'm ready to explore new ideas or a new campaign by the time we start to advance outside the "sweet spot" -- and it still allows the game itself to be built for folks who have different perceptions of what the sweet spot is than I do. [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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