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Forked thread: Treasure & Advancement Rates
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<blockquote data-quote="pemerton" data-source="post: 5595558" data-attributes="member: 42582"><p>I suspect, though, that a lot of groups who played through (for example) G1-3 may have waived level-training requirements - that seems to have been a fairly common houserule.</p><p></p><p>And even those who used the level-training rules would have had mostly name level PCs in the G modules, who can self train. So the training may not be much of a speedbump in any event.</p><p></p><p>Not if you were trying to tell me how 4e is best conceived of as a game. But they would be relevant to trying to understand the range of play experience that has occurred under 4e. I'm not entirely sure which of these [MENTION=31216]Bullgrit[/MENTION] is trying to address - but I'm not sure actual play experience is completely irrelevant.</p><p></p><p>A further complexity is that, at least on these boards, it seems that few of those who like 4e as a system regard the 4e modules very favourably. Whereas modules like the G-series seem to be widely regarded as classics by fans of AD&D. (These are my impressions. Obviously, therefore, they are subject to rebuttal by more accurately collected data.)</p><p></p><p>And I personally have encountered far more such players for whom the classic AD&D play experience was the G-series, and/or some of the other classic modules, than the traditionafemega-dungeon. At least for those players, features of mega-dungeon/open campaign style play of the sort that Ariosto describes aren't going to have informed their play experience - including their levelling rates - very much.</p><p></p><p>For what it's worth, most of my own AD&D play was with GM-written scenarios rather than modules, basing treasure on the MM treasure tables and basing monster XP on the DMG tables and then, once I discovered it, Turnbull's Monstermark. It's a long time ago, but I would say that the rate of level gain may have been slower per unit of play than 4e. I don't think it was a hell of a lot slower, but so much was different about the way I played 25+ years ago that even if I could remember comparisons would be hard to draw.</p><p></p><p>I do seem to recall that levelling slowed down a lot around name level - a fighter needs 125,000 (I think) to get from 8 to 9, but twice that to get any further level. But a 9th or higher level figther <em>doesn't</em> gain the capacity to earn XP at twice the rate. I think the biggest difference in 3E/4e levelling rates is in this respect - there is no name-level speed bump on levelling.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5595558, member: 42582"] I suspect, though, that a lot of groups who played through (for example) G1-3 may have waived level-training requirements - that seems to have been a fairly common houserule. And even those who used the level-training rules would have had mostly name level PCs in the G modules, who can self train. So the training may not be much of a speedbump in any event. Not if you were trying to tell me how 4e is best conceived of as a game. But they would be relevant to trying to understand the range of play experience that has occurred under 4e. I'm not entirely sure which of these [MENTION=31216]Bullgrit[/MENTION] is trying to address - but I'm not sure actual play experience is completely irrelevant. A further complexity is that, at least on these boards, it seems that few of those who like 4e as a system regard the 4e modules very favourably. Whereas modules like the G-series seem to be widely regarded as classics by fans of AD&D. (These are my impressions. Obviously, therefore, they are subject to rebuttal by more accurately collected data.) And I personally have encountered far more such players for whom the classic AD&D play experience was the G-series, and/or some of the other classic modules, than the traditionafemega-dungeon. At least for those players, features of mega-dungeon/open campaign style play of the sort that Ariosto describes aren't going to have informed their play experience - including their levelling rates - very much. For what it's worth, most of my own AD&D play was with GM-written scenarios rather than modules, basing treasure on the MM treasure tables and basing monster XP on the DMG tables and then, once I discovered it, Turnbull's Monstermark. It's a long time ago, but I would say that the rate of level gain may have been slower per unit of play than 4e. I don't think it was a hell of a lot slower, but so much was different about the way I played 25+ years ago that even if I could remember comparisons would be hard to draw. I do seem to recall that levelling slowed down a lot around name level - a fighter needs 125,000 (I think) to get from 8 to 9, but twice that to get any further level. But a 9th or higher level figther [I]doesn't[/I] gain the capacity to earn XP at twice the rate. I think the biggest difference in 3E/4e levelling rates is in this respect - there is no name-level speed bump on levelling. [/QUOTE]
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