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Feature or Bug: D&D's Power and Complexity Curve

Take an old James Bond movie. In the early scenes, Bond is usually having some simple fights with henchmen, and he gets beaten up. Then he levels up a lot (he gets new magical weapons from Q, as well as XP, and arguably more HP too). In the final scenes, he single-handedly invades the BBEG's lair, destroys dozens of minions, defeats the BBEG and takes the girl.

You are absolutely right that the power and complexity of a character increase dramatically between levels 1 and 20. But personally I like it. As a DM, I try to write the stories in such a way that the characters become a real "somebody" (as opposed to a nobody) somewhere around level 8-10. They gain fame, wealth and possibly a stronghold or a position in an important organisation.
 

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It's a feature of the game. The game being to see how high a lv you can achieve with any particular character.
I suspect that you're playing the wrong game.
 

This is a matter of game-play preference. There are plenty of RPGs where your character only improves incrementally throughout their carreer. In Mutants & Masterminds, for example, you start with all your major powers, and as you gain experience you just gain some minor tricks and tweaks. (Many superhero games are like that.) GURPS Dungeon Fantasy is another example. You start as like a 250-point character or something, which is pretty buff, but then you only gain a few CP each session. In this sort of game, the plots and challenges you face remain largely similar throughout a campaign.

Personally, I LIKE the fact that D&D changes as levels advance. If the game didn't change, there would be no point to advancing. As a counter-example, remember the 3E Epic Level Handbook? I absolutely hated the bestiary in that book, because all the monsters were just bigger, but not any different, and that's super boring. It was a quantitative change but not a qualitative change.

I recently DMed a campaign from 1st level to 20th level (a first for me) over the course of a year (also a first) and I really loved how the game changed throughout the campaign. Session 1, the PCs were nobodies who happened to be in the wrong place at the wrong time. They struggled for survival and bigger people pushed them around. By mid-level, they were making a name for themselves, and setting up elaborate magical ambushes -- playing a very dangerous game. By the end of the campaign, they had literally taken over a country, ended a war, thwarted a plan to destroy the multiverse, and killed a demi-demi-god. They had all kinds of strange capabilities, and so did their enemies; killing major foes was no longer enough, because they might come back via any number of magical techniques. You can't have those kind of shenanigans if you stay at low levels. But if you start at high levels you miss the part where PCs are struggling for survival. In one of the campaign's earliest encounters, they fought enemies on a bridge over water, and it was scary because the water was murky and you couldn't see what was in it. In one of the campaign's very last encounters, they fought above a bottomless pit (it's a fantasy world; that can happen) and it wasn't a big deal, it was just kinda an obstacle that they had to plan around.

So for me, the radical changes across levels is definitely a feature. It's like D&D is multiple games in one. You could "fix" this by keeping the campaign within a tight level range. And you could also do the opposite with M&M or GURPS, by starting with low-point characters and giving out way more points per session than the guidelines, so your characters grow in power by leaps and bounds. But those games aren't exactly designed to work that way, so there may be some friction trying to adapt them to the different play-style.
 

At level 5 pc are mostly “professional”.
A DM that want to minimize the power gain effect could start at level 5 and finish at level 11.
Starting from level 1 is often hard to explain in term of story.
 

You are absolutely right about the D&D power curve. It makes very little sense, but gaining levels and new abilities is a lot of fun. It can't be stripped out of the game, or you would just be left with a mediocre system that still makes little sense.

I like to have a variety of rpgs, and not just rely on D&D to satisfy all my moods. I can get a richer narrative experience with Fate, Ars Magica or One Ring. Having said this, I have had deep character driven tales with D&D. It's strangely easy to ignore that last year my character found goblins somewhat of a challenge, now I'm taking on dragons and a lich that has practically god like powers.😃

Have you played other games? There are many with no levels and slow character growth.
 

Just as a quick note: I am not looking for advice. I know how to "fix it" if I were so inclined. So while I appreciate the input from people who read my OP that way, it wasn't the intent.

Ok so i really have to wonder what the point is?

I mean, you express a preference. Your preference ties it to *one* campaign playstyle and then ask folks to discuss.

It would seem to be a logical outcome of that folks describing how using the same ruleset they avoid or could avoid or have avoiding the very issue you describe.

but then we get that thats not what you are looking for out of this thread.

Are we supposed to limit our discussion to cases where the chose advancement method and rate is chosen and is not the one the participant wants?

"I hit my hand with a hammer and it hurts and i dont like it. Discuss" You gotta expect to get answers of the variety of "So don't do that cuz you could also do this way - hit the nail with the hammer" right?

D&D 5e, 3E, 3.5E does not require rapid-fire 1-20 play. Cannot say much about 4th but AFAIK no version of D&D ever did but 5E explicitly has multiple ways to deliver XP that do not mandate pacing and supports starting at higher levels.
 

At level 5 pc are mostly “professional”.
A DM that want to minimize the power gain effect could start at level 5 and finish at level 11.
Starting from level 1 is often hard to explain in term of story.
I don't think the power and complexity curve between level 5 and 11 is especially shallow. It starts the PCs and the world they interact with at a notably more complex baseline than starting at 1st level, but 11th level is still significantly more complex and higher power scale. One way to see that is to look at the creatures and hazards for each of those levels.
 

I don't think the power and complexity curve between level 5 and 11 is especially shallow. It starts the PCs and the world they interact with at a notably more complex baseline than starting at 1st level, but 11th level is still significantly more complex and higher power scale. One way to see that is to look at the creatures and hazards for each of those levels.

Then make the level range of your game 5-7 if thats what you and you players prefer. or just 5.

in 5e (3.x et al) the power level advancement and rate are *IMO* neither features or a bugs - they are choices presented to allow gamers to run games that suit their preferences.


if you choice isnt suiting your preference, change it.
 



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