Nathal
Explorer
jdavis said:Ok I'll go with you more on that line but there is still alot more to it. I have played games where the one who made the kill was the one who got the experience, heck i think D&D might of been that way at one time, but I cannot remember if it was the rules or a house rule in the first group I played with (I sold my first edition books in college for food money).
I believe xp was always split up among party members. I'm sure it's been played otherwise through house rules. Heck, I made up my own XP system and dumped theirs entirely (not uncommon I'd gather).
I also think that it is real easy to get characters who have no business in combat. Yes they all get stronger every level, but they really don't stay all that equal there is alot of diversity designed in.
Do you feel that is a flaw in the game design? I'm not asking rhetorically, I really want to get opinions on that.
Yes survival is built into leveling up to a certain extent but fighting skills, physical or magical, just vary too much. I think how much combat based the game is relies more on who is running and who is playing than on the general rules.
Have you played any games where basic survival was not built into leveling up? I think point-systems are like that and I am wondering if anybody has had a bitch of a time balancing encounters in such systems. Yet you say that easy-to-kill characters are not difficult to stumble across in 3rd Edition, which surprises me. I admit I ran the 3rd Edition for only 5 months before switching to Lejendary Adventure, and so may not have gotten the same impression. The designers claimed that the classes should remain fairly equal to each other in power at all levels. That isn't true?
D&D characters all can fight but it is up to the person making the character on how well they can, and that goes for just about every game out there.
I don't disagree with what you've stated above in how it relates to player choices. But as a related question, does anybody here think that a game system which does not assure some amount of "guaranteed survivability" by increase of hit points---or other combat related improvements---are flawed? Have I created a straw man argument?
I'm not sure myself at the moment...

Last edited: