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<blockquote data-quote="Wulffolk" data-source="post: 7387252" data-attributes="member: 6871450"><p>A sizeable percentage of the rpg community also plays video games. Many of them play MMO's. Most MMO's are all about the "End Game" content, so a player must build towards an effective end game character to continue having fun in such a competitive environment.</p><p></p><p>The problem comes from such a large number of current players coming from a video game background, and carrying over the "End Game" philosophy from MMO's. D&D is not built that way. D&D is about the journey and the progression. Most D&D games end LONG before reaching higher levels, so building a character specifically for how well it will perform at 20th level is pointless. This is why we so often hear complaints about the lack of high level content for D&D.</p><p></p><p>The solution would be to give "End Game" some real consideration when designing the system for 6e. For example, set up the game for characters to reach top level at something like 10th level and figure out a way to allow them to continue to evolve linearly without gaining exponential power. That way people could enjoy their "End Game" characters for a prolonged period of time without the game becoming ridiculous. This would mean that players could enjoy the "sweet spot" of D&D levels for however long they wanted to play that character, and could more easily integrate with newer character's.</p><p></p><p>And before somebody nit-picks my post over "facts" and needing "citations" to back up "claims", let me just acknowledge right now that everything said above is just my opinion based upon my own personal experiences and bias. Anybody needing "proof" can pick an arguement with somebody else.</p></blockquote><p></p>
[QUOTE="Wulffolk, post: 7387252, member: 6871450"] A sizeable percentage of the rpg community also plays video games. Many of them play MMO's. Most MMO's are all about the "End Game" content, so a player must build towards an effective end game character to continue having fun in such a competitive environment. The problem comes from such a large number of current players coming from a video game background, and carrying over the "End Game" philosophy from MMO's. D&D is not built that way. D&D is about the journey and the progression. Most D&D games end LONG before reaching higher levels, so building a character specifically for how well it will perform at 20th level is pointless. This is why we so often hear complaints about the lack of high level content for D&D. The solution would be to give "End Game" some real consideration when designing the system for 6e. For example, set up the game for characters to reach top level at something like 10th level and figure out a way to allow them to continue to evolve linearly without gaining exponential power. That way people could enjoy their "End Game" characters for a prolonged period of time without the game becoming ridiculous. This would mean that players could enjoy the "sweet spot" of D&D levels for however long they wanted to play that character, and could more easily integrate with newer character's. And before somebody nit-picks my post over "facts" and needing "citations" to back up "claims", let me just acknowledge right now that everything said above is just my opinion based upon my own personal experiences and bias. Anybody needing "proof" can pick an arguement with somebody else. [/QUOTE]
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