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Feature or Bug: D&D's Power and Complexity Curve
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<blockquote data-quote="Rod Staffwand" data-source="post: 7558564" data-attributes="member: 6776279"><p>I actively dislike the expected campaign (more or less 1-20) level advancement of D&D, particularly in 5e for many of the same reasons as the OP, but it's very much a feature.</p><p></p><p>The designers have opted for lots of levels to make players feel like they're progressing and to give them new abilities to play with as the game goes on. At the same time, it allows the game to support local villagers exploring a nearby ruins at level 1, epic heroes fighting demons and demigods at level 20 and everything in between. Cutting down the progression would alienate a portion of the audience in a mass-market RPG. Those that want a narrower slice of the pie are expected to adapt. You literally cannot make a game that will please all players all the time right out of the box. Choices have to be made.</p><p></p><p>I think the problem is even more evident in a game like Beyond the Wall, which I quite like, but it attempts to marry Hearth Fantasy tropes (more or less kitchen boys and blacksmith apprentices trying to save their town from evil) with a leveling system that makes them overpowered for such things by the time they hit 3rd or 4th level (out of 10 levels in the game).</p><p></p><p>Remember in early D&D, a 4th level fighter was a HERO and an 8th level fighter was a SUPERHERO. That's like Conan right there--capable of making 8 attacks per round vs. normal soldiers. A literally unstoppable killing machine. They're less powerful in 5e, but still far stronger than a common CR1/4 soldier.</p><p></p><p>All my campaigns now are severely level-restricted to maybe 5 levels, which might take a year of play to get through. I have a heavily-modded Eternal Champion-type campaign that's locked at level 11 and will never go any higher (based on my belief that level 11 in 5e offers just about everything a party needs to beat just about anything). So, while I understand the complaint, I do think there are more than enough tools to do something about it.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7558564, member: 6776279"] I actively dislike the expected campaign (more or less 1-20) level advancement of D&D, particularly in 5e for many of the same reasons as the OP, but it's very much a feature. The designers have opted for lots of levels to make players feel like they're progressing and to give them new abilities to play with as the game goes on. At the same time, it allows the game to support local villagers exploring a nearby ruins at level 1, epic heroes fighting demons and demigods at level 20 and everything in between. Cutting down the progression would alienate a portion of the audience in a mass-market RPG. Those that want a narrower slice of the pie are expected to adapt. You literally cannot make a game that will please all players all the time right out of the box. Choices have to be made. I think the problem is even more evident in a game like Beyond the Wall, which I quite like, but it attempts to marry Hearth Fantasy tropes (more or less kitchen boys and blacksmith apprentices trying to save their town from evil) with a leveling system that makes them overpowered for such things by the time they hit 3rd or 4th level (out of 10 levels in the game). Remember in early D&D, a 4th level fighter was a HERO and an 8th level fighter was a SUPERHERO. That's like Conan right there--capable of making 8 attacks per round vs. normal soldiers. A literally unstoppable killing machine. They're less powerful in 5e, but still far stronger than a common CR1/4 soldier. All my campaigns now are severely level-restricted to maybe 5 levels, which might take a year of play to get through. I have a heavily-modded Eternal Champion-type campaign that's locked at level 11 and will never go any higher (based on my belief that level 11 in 5e offers just about everything a party needs to beat just about anything). So, while I understand the complaint, I do think there are more than enough tools to do something about it. [/QUOTE]
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