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<blockquote data-quote="Ariosto" data-source="post: 4826702" data-attributes="member: 80487"><p>In terms of mechanics, one thing that helps a lot is to reduce the ratio of hit points. 4E does that, but maybe not enough. A fighter with constitution 15 doubles hit points by 7th level; one could halve the rate of increase so that HP take 12 levels to double.</p><p></p><p>Also, high-level characters in old games could go for a long time with reduced HP scores. A worn down superhero might have fewer current points than a fresh fighter of much lower level.</p><p></p><p>The same applies to chances to hit, for fighting types (i.e., everyone in 4E). That's not such a big deal in old (especially original or "classic") D&D, but in WotC's designs, defenses tend to improve in tandem with attack bonuses. So, instead of (say) 70% vs. 35% (2x), you might get 55% vs. 5% (11x).</p><p></p><p>By making all this open ended (or at least proceeding apace for 20 or 30 levels), and by flattening the experience point scheme, the newer designs exacerbated the difficulties.</p><p></p><p>As mentioned earlier, a character joining a higher-level expedition is often a high-reward option in old-style games. The level of risk greatly depends on circumstances, but the experienced are unlikely to be able to protect the novice from all things that would be dangerous to them and "overkill" to the newcomer.</p><p></p><p>Adventuring with peers may be preferable, but that option depends on a more flexible campaign structure than today's prevailing one in which "the party" really is THE party.</p><p></p><p>Note the emphasis on <strong>players'</strong> experience!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4826702, member: 80487"] In terms of mechanics, one thing that helps a lot is to reduce the ratio of hit points. 4E does that, but maybe not enough. A fighter with constitution 15 doubles hit points by 7th level; one could halve the rate of increase so that HP take 12 levels to double. Also, high-level characters in old games could go for a long time with reduced HP scores. A worn down superhero might have fewer current points than a fresh fighter of much lower level. The same applies to chances to hit, for fighting types (i.e., everyone in 4E). That's not such a big deal in old (especially original or "classic") D&D, but in WotC's designs, defenses tend to improve in tandem with attack bonuses. So, instead of (say) 70% vs. 35% (2x), you might get 55% vs. 5% (11x). By making all this open ended (or at least proceeding apace for 20 or 30 levels), and by flattening the experience point scheme, the newer designs exacerbated the difficulties. As mentioned earlier, a character joining a higher-level expedition is often a high-reward option in old-style games. The level of risk greatly depends on circumstances, but the experienced are unlikely to be able to protect the novice from all things that would be dangerous to them and "overkill" to the newcomer. Adventuring with peers may be preferable, but that option depends on a more flexible campaign structure than today's prevailing one in which "the party" really is THE party. Note the emphasis on [B]players'[/B] experience! [/QUOTE]
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