JoeGKushner
Adventurer
I'm relatively happy with the starting power of 4th edition.
The days of wizards being killed by cats are over at long last.
The days of wizards being killed by cats are over at long last.
You can learn about resource management without being forced to pull out a crossbow when you have used your powerful spells. Wizards pulling out crossbows is frankly a lame concept. The mechanics here force wizards to use crossbows when otherwise the character probably wouldn't because mechanically its better to take a pot shot than do nothing. So a wizard pulling out a crossbow is gamist, nothing to do with pure RP.Running out of spells and pulling out a crossbow teaches you the importance of resource management.
Lethality is fine. But it doesnt lend itself towards making a great adventure. Dead mean don't walk.Dying suddenly teaches you that your actions have consequences, that the world you're playing in is not built around you and can be arbitrary and capricious, and that character death is a natural and expected part of the game as it is of any adventure story. These are really important lessons for the players to learn, and it's best to learn them early before the players develop a sense of entitlement and start feeling like they're playing a game and not roleplaying.
Well before they were facing lethal bandits ... now they are flying airships in the astral sea battling deadly hordes of Githyanki. If they were to fight bandits they wouldn't be lethal. But why would you have high level characters facing those threats? That would be boring.Thus the game should be easier and less lethal to them than it was at 1st level. The converse can be very discouraging. If players gain a level only to have every challenge they might face grow correspondingly more difficult, what did they gain?
Except I never discussed excluding any style of play. Zero level play as the "gritty" level(s) is inclusive of everyone and no one ever has to skip level one.
*shrug* Whatever. It remains to be seen what Wizards actually does. Maybe we'll both be wrong.
So far, this is my favorite suggestion. It keeps the theme and value of levels, while also informing play. It seems very "dial"-like in that "if you want gritty play, start the game at level 1 Gritty! If you want heroic play, try level 1 Heroic! If you want epic play, start the game at level 1 Epic!"Now for the serious bit: I think the tiers approach really is the best way to go. And really, why do we need continuous numbers? Just reset the level number to 1 at the start of each new tier. So, you can have Novice 1 to 5 (or whatever), Veteran/Heroic 1 to 10 (or whatever), Paragon, Epic, etc.