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<blockquote data-quote="Nevvur" data-source="post: 7254607" data-attributes="member: 6783882"><p>Level progression in my overhaul is highly dependent on the other systems I modify, so it's not really suitable for adaptation in an otherwise standard 5e game. I will share it eventually, but it's a long way off from being playable. </p><p></p><p>Spellcasters are really the people I'm talking about when I wrote about the 'bag of tricks.' I'm not surprised they've been a focal point of the discussion elsewhere in this thread. Incidentally, I originally set out to remove PC spellcasters from the overhaul entirely. I started developing them in my latest burst of work, but, mechanically speaking, they're a lot closer to 4e spellcasters than 5e.</p><p></p><p>The other part of standard level progression that irks me is how quickly PCs (can) gain power compared to NPCs. I haven't run any of the official APs, only skimmed their contents, but they appear to span periods of less than one year and provide enough XP to go from 1 to 10 or higher. I tend to regard PCs as 'special' compared to other inhabitants of the world, and this can help to explain their rapid rate of advancement. It still feels like a stretch when the 15th level knight and court wizard have been honing their skills for the last 20+ years, while the farmer took up adventuring just a few months ago and is already level 10. I find this especially problematic for wizards, whose powers nominally come from research and experimentation rather than practical application of their skills. </p><p></p><p>Mechanics should support the narrative, not be obstacles to it. From my point of view, standard 5e progression spits in the face of a logical narrative. I've experimented with different solutions, but they all create new problems of their own. It's not the sort of problem that undermines my ability to have fun with standard 5e - I can suspend disbelief with the best of them - but it does motivate me to continue work on my own system.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7254607, member: 6783882"] Level progression in my overhaul is highly dependent on the other systems I modify, so it's not really suitable for adaptation in an otherwise standard 5e game. I will share it eventually, but it's a long way off from being playable. Spellcasters are really the people I'm talking about when I wrote about the 'bag of tricks.' I'm not surprised they've been a focal point of the discussion elsewhere in this thread. Incidentally, I originally set out to remove PC spellcasters from the overhaul entirely. I started developing them in my latest burst of work, but, mechanically speaking, they're a lot closer to 4e spellcasters than 5e. The other part of standard level progression that irks me is how quickly PCs (can) gain power compared to NPCs. I haven't run any of the official APs, only skimmed their contents, but they appear to span periods of less than one year and provide enough XP to go from 1 to 10 or higher. I tend to regard PCs as 'special' compared to other inhabitants of the world, and this can help to explain their rapid rate of advancement. It still feels like a stretch when the 15th level knight and court wizard have been honing their skills for the last 20+ years, while the farmer took up adventuring just a few months ago and is already level 10. I find this especially problematic for wizards, whose powers nominally come from research and experimentation rather than practical application of their skills. Mechanics should support the narrative, not be obstacles to it. From my point of view, standard 5e progression spits in the face of a logical narrative. I've experimented with different solutions, but they all create new problems of their own. It's not the sort of problem that undermines my ability to have fun with standard 5e - I can suspend disbelief with the best of them - but it does motivate me to continue work on my own system. [/QUOTE]
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