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General Tabletop Discussion
*Pathfinder & Starfinder
Embedding Level Into The Narrative
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<blockquote data-quote="Campbell" data-source="post: 7816203" data-attributes="member: 16586"><p>There is meaningful progression outside of levels. Each class has a set of proficiency progressions that absolutely impact play. The Fighter class is the only class who becomes Legendary with weapons. Ability Scores progress. You get magic weapons and armor. You get skill increases that determine what you are good at and how good you are it. You gain class feats and skill feats that allow you to do things you could not do before. Level is a starting point, but there is a wealth of diversity and variation from it.</p><p></p><p>Level absolutely has narrative significance. It is a measure of your power and place in the world. Being a 5th level Fighter should mean something. That is not all your character is. It's part of it though.</p><p></p><p>Numbers do not create narrative. Human beings sitting around a table create narrative. The numbers are there to help us conceptualize the fiction, resolve narrative uncertainty at the table, and help us to feel what our characters are feeling. The value of any game can only meaningfully be felt at the table. The process of how those numbers are built does not matter to me. What matters is if my fighter feels like it should in play. Does it feel different than the Barbarian? Does it feel different than the wizard? Does it feel different than a fighter who picks different feats and skills? How does fighting this monster feel? </p><p></p><p>I can tell you that so far in play I feel like I am playing my character more than I ever did under First Edition. One of the things they did when they designed this game that I really appreciate is that they named everything. Fighters are <em>expert</em> in all weapons feels a lot better than a cascade of numbers to me. Feats that require <em>master</em> proficiency in a skill feel a lot better than 10 ranks. Skill increases feel better than skill points. Class feats that provide new actions feel like learning techniques. Using them in play feels more like choices my character would make.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7816203, member: 16586"] There is meaningful progression outside of levels. Each class has a set of proficiency progressions that absolutely impact play. The Fighter class is the only class who becomes Legendary with weapons. Ability Scores progress. You get magic weapons and armor. You get skill increases that determine what you are good at and how good you are it. You gain class feats and skill feats that allow you to do things you could not do before. Level is a starting point, but there is a wealth of diversity and variation from it. Level absolutely has narrative significance. It is a measure of your power and place in the world. Being a 5th level Fighter should mean something. That is not all your character is. It's part of it though. Numbers do not create narrative. Human beings sitting around a table create narrative. The numbers are there to help us conceptualize the fiction, resolve narrative uncertainty at the table, and help us to feel what our characters are feeling. The value of any game can only meaningfully be felt at the table. The process of how those numbers are built does not matter to me. What matters is if my fighter feels like it should in play. Does it feel different than the Barbarian? Does it feel different than the wizard? Does it feel different than a fighter who picks different feats and skills? How does fighting this monster feel? I can tell you that so far in play I feel like I am playing my character more than I ever did under First Edition. One of the things they did when they designed this game that I really appreciate is that they named everything. Fighters are [I]expert[/I] in all weapons feels a lot better than a cascade of numbers to me. Feats that require [I]master[/I] proficiency in a skill feel a lot better than 10 ranks. Skill increases feel better than skill points. Class feats that provide new actions feel like learning techniques. Using them in play feels more like choices my character would make. [/QUOTE]
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