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Feature or Bug: D&D's Power and Complexity Curve
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7558772" data-attributes="member: 15882"><p>Leveling isn't a bug but I find that I need to switch systems occasionally to get a refreshed perspective on things. </p><p></p><p>I find that, if you limit levels of NPCs to 10th and spells to 5th(at least when I played 3rd ed), you can have a really good, immersive story where the world isn't overly dangerous for commoners. Often times, the world has to change to challenge the power of the PCs and you wonder, 'how does the average person even survive?'</p><p></p><p>Once the PCs get beyond 10th, you can move your story to other worlds or remote places where commoners don't frequent. I played a game where any spells above 5th were super-rare. An 'Archmage' was considered 9th level. Getting access to higher level spells required you to find them or some kind of in-game justification. It was fun and worked well.</p><p></p><p>***</p><p></p><p>Gary Gygax created a game system called Dangerous Journeys and, in true Gygax fashion, it was full of tables and charts. It was a skill-based system with lots of granularity. Your HPs were based on your 6 Physical stats (18 stats in total: mental, spiritual, physical).</p><p></p><p>So, your Hit Points were static you never got tougher unless you invested lots of 'xp' but that increase was minuscule. How did you become heroic? You used 'xp' to increased a variety of skills. I think there was 30 or 40 skills. So, you could become an expert swordsman by investing in the One Hand Weapon skill but it meant your other skills suffered because of lack of investment. You survived by being able to parry and not 'soak' damage.</p><p></p><p>The game world didn't have to change/adapt based on scale of the PCs advancement. Instead, The players could invest in whatever skills they wanted/needed to deal with the challenges in the game-world. Which is much more realistic.</p><p></p><p>But sometimes it's fun to play a leveling game too and do all the cool things 20th level Super-heroes do. I like to do both. Different systems offer different types of candy.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7558772, member: 15882"] Leveling isn't a bug but I find that I need to switch systems occasionally to get a refreshed perspective on things. I find that, if you limit levels of NPCs to 10th and spells to 5th(at least when I played 3rd ed), you can have a really good, immersive story where the world isn't overly dangerous for commoners. Often times, the world has to change to challenge the power of the PCs and you wonder, 'how does the average person even survive?' Once the PCs get beyond 10th, you can move your story to other worlds or remote places where commoners don't frequent. I played a game where any spells above 5th were super-rare. An 'Archmage' was considered 9th level. Getting access to higher level spells required you to find them or some kind of in-game justification. It was fun and worked well. *** Gary Gygax created a game system called Dangerous Journeys and, in true Gygax fashion, it was full of tables and charts. It was a skill-based system with lots of granularity. Your HPs were based on your 6 Physical stats (18 stats in total: mental, spiritual, physical). So, your Hit Points were static you never got tougher unless you invested lots of 'xp' but that increase was minuscule. How did you become heroic? You used 'xp' to increased a variety of skills. I think there was 30 or 40 skills. So, you could become an expert swordsman by investing in the One Hand Weapon skill but it meant your other skills suffered because of lack of investment. You survived by being able to parry and not 'soak' damage. The game world didn't have to change/adapt based on scale of the PCs advancement. Instead, The players could invest in whatever skills they wanted/needed to deal with the challenges in the game-world. Which is much more realistic. But sometimes it's fun to play a leveling game too and do all the cool things 20th level Super-heroes do. I like to do both. Different systems offer different types of candy. [/QUOTE]
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