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Feature or Bug: D&D's Power and Complexity Curve
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<blockquote data-quote="Blue" data-source="post: 7558722" data-attributes="member: 20564"><p>There are two design patterns that crop up again and again in successful RPGs. One, often called "Zero to Hero" is the one that D&D follows. It takes everythign youa re saying as a positive. A table can focus on any particular part of the experience or the whole thing, and characters go from neophytes to able to deal with world- (or larger!) shaking issues.</p><p></p><p>The other is what you'll often see in superhero games, maybe Shadowrun, and some others where you start off as quite competent, and have small mechanical improvements. This seems to fit some of the examples your gave.</p><p></p><p>Which is used really depends on what the designers are trying to model, with some genres more usually portrayed more commonly one way or the other when it comes to table-top RPGs.</p><p></p><p>It's perfectly fine to want one or the other. But it's a major design point that has layers of repercussions. For changes that deep, it's probably best to find a system that caters to what your table wants. Sure, you could do a D&D game starting at level X with very slow/no advancement - the system supports it. But the infrastructure around it doesn't give the depth for any particular small level range such that you may run out of enemies, be short of certain spells that you want your players to have access to, etc. While a system with the other design pattern might give you all the tools you need upfront.</p></blockquote><p></p>
[QUOTE="Blue, post: 7558722, member: 20564"] There are two design patterns that crop up again and again in successful RPGs. One, often called "Zero to Hero" is the one that D&D follows. It takes everythign youa re saying as a positive. A table can focus on any particular part of the experience or the whole thing, and characters go from neophytes to able to deal with world- (or larger!) shaking issues. The other is what you'll often see in superhero games, maybe Shadowrun, and some others where you start off as quite competent, and have small mechanical improvements. This seems to fit some of the examples your gave. Which is used really depends on what the designers are trying to model, with some genres more usually portrayed more commonly one way or the other when it comes to table-top RPGs. It's perfectly fine to want one or the other. But it's a major design point that has layers of repercussions. For changes that deep, it's probably best to find a system that caters to what your table wants. Sure, you could do a D&D game starting at level X with very slow/no advancement - the system supports it. But the infrastructure around it doesn't give the depth for any particular small level range such that you may run out of enemies, be short of certain spells that you want your players to have access to, etc. While a system with the other design pattern might give you all the tools you need upfront. [/QUOTE]
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Feature or Bug: D&D's Power and Complexity Curve
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