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<blockquote data-quote="Sunseeker" data-source="post: 5844748"><p>I see a lot of this anime wuxia talk, but I feel it's missing the point.</p><p></p><p>When a D&D wizard or sorcerer or any other caster class starts reaching into the upper echelons of levels, they gain super-heroic levels of power. They have since the oldest editions of D&D. How many SoD abilities does the fighter get? The thief? The only way they get these is by multi-classing into caster classes, and even then they're often saddled with high MAD and still come in second-rate to pure casters.</p><p></p><p>So, when StreamOfTheSky says he wants to see martial classes get incredible abilities on par with caster classes. </p><p></p><p>If the solution is to create more parity by neutering caster classes, well that is certainly one way to go about it. But as anyone who's played an MMO for more than a few days knows: nerfing classes is received far worse than buffing them.</p><p></p><p></p><p>What this all boils down to through is the design of the level curve, of which there is no correct answer and there's a lot of room for creativity.</p><p></p><p>Your traditional linear "curve" presents mild power increases over regular levels.</p><p>The more recent exponential curve means that you're not 20 times better at lvl 20, you're a million times better. You've gone straight from regular light speed to plaid.</p><p>Another idea if a more logarithmic curve, in which power advances slower the higher level you get. In this case a lvl 20 is maybe only 4-5 times as powerful, or less than a level 1.</p><p></p><p>The first one works well for more situations, and advancement is easily adjusted. Gaining power once a level, once every 2 levels, or every 5 levels as is the whim of the game. </p><p>The second one works well for very party-centric games where there is no need for NPC companions, two PC's per player, and by 15th level you're killing gods and elder beings.</p><p>The later kind is most compatible with "castles and kings", in which players can only get a mild level of power on their own, and to overcome greater challenges they need fortresses, allies, armies and so on.</p><p></p><p></p><p>The thing is, we shouldn't have different classes assuming different power levels. Whatever the curve of power in the game, all classes need to follow it. It's entirely unreasonable to expect the fighter to be happy with doing 1d10+10 3 times a turn when the wizard can cast "I KILL YOU" every turn.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5844748"] I see a lot of this anime wuxia talk, but I feel it's missing the point. When a D&D wizard or sorcerer or any other caster class starts reaching into the upper echelons of levels, they gain super-heroic levels of power. They have since the oldest editions of D&D. How many SoD abilities does the fighter get? The thief? The only way they get these is by multi-classing into caster classes, and even then they're often saddled with high MAD and still come in second-rate to pure casters. So, when StreamOfTheSky says he wants to see martial classes get incredible abilities on par with caster classes. If the solution is to create more parity by neutering caster classes, well that is certainly one way to go about it. But as anyone who's played an MMO for more than a few days knows: nerfing classes is received far worse than buffing them. What this all boils down to through is the design of the level curve, of which there is no correct answer and there's a lot of room for creativity. Your traditional linear "curve" presents mild power increases over regular levels. The more recent exponential curve means that you're not 20 times better at lvl 20, you're a million times better. You've gone straight from regular light speed to plaid. Another idea if a more logarithmic curve, in which power advances slower the higher level you get. In this case a lvl 20 is maybe only 4-5 times as powerful, or less than a level 1. The first one works well for more situations, and advancement is easily adjusted. Gaining power once a level, once every 2 levels, or every 5 levels as is the whim of the game. The second one works well for very party-centric games where there is no need for NPC companions, two PC's per player, and by 15th level you're killing gods and elder beings. The later kind is most compatible with "castles and kings", in which players can only get a mild level of power on their own, and to overcome greater challenges they need fortresses, allies, armies and so on. The thing is, we shouldn't have different classes assuming different power levels. Whatever the curve of power in the game, all classes need to follow it. It's entirely unreasonable to expect the fighter to be happy with doing 1d10+10 3 times a turn when the wizard can cast "I KILL YOU" every turn. [/QUOTE]
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