Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How did you play back in the day? - forked from Q's Leveling Comparisons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 4876180" data-attributes="member: 80487"><p>An underlying -- perhaps the motivating -- issue in that other thread was the perception in some quarters that characters in 3E gain levels faster than in 1E. Quasqueton's analysis, within the scope of what it covers, suggests that level gains (within that covered context) should be about the same until roughly what would be "name" level in AD&D.</p><p></p><p>So, whence the perception? There is anecdotal evidence that many DMs skimped on treasure XP, which became standard, "by the book" practice in 2E. In the absence of an adequate replacement, that certainly would tend (perhaps by intent) to slow advancement!</p><p></p><p>The question of how much potential treasure was likely to be secured by a given group of characters was raised. I don't think that is likely to be a big issue in consideration of most modules, but it could be in a different kind of situation -- such as the dungeon as originally conceived and presented.</p><p></p><p>That's a situation pretty well designed <em>not</em> to get "cleaned out" by any particular group of characters. As a consequence, it does not lend itself to calculations on that basis (double or triple XP needed to "level up" a party being a good start in my experience, more depending on actual traffic). Moreover, returns per hour of play time may well be lower.</p><p></p><p>Rapid or slow, a <em>rate</em> involves a component of <em>time</em>. That could be measured in "modules" if they are employed, but to assume that (as opposed, say, to game sessions) as the common measure should have some warrant.</p><p></p><p>I did not claim to know whether (much less that) most people -- or even <em>any</em> of the people in question, the ones claiming swifter advancement early in 3E -- were playing mainly in scenarios after that model.</p><p></p><p>(Silly me, I think it might be more illuminating to <em>ask them</em> about their practices rather than getting into vain speculation and assumptions!)</p><p></p><p>Someone started to claim that the underworld of many ways was not a significant part of the game as Gygax designed it. I can see how the concept might be obscure if one were informed only by select later texts, rather than by the seminal work (even at a remove via oral tradition). It seemed perfectly clear to me, and apparently to plenty of others in the 1970s, though, and nothing I have encountered since of Mr. Gygax's writings suggests to me that this was a misunderstanding.</p><p></p><p>Then someone else, who seems quite often to indulge in creating false dichotomies, took up the notion that the presence of multi-level dungeons in the original campaign concept was somehow incompatible with the presence of other elements.</p><p></p><p>Absurdity aside, all that was quite irrelevant to the topic of that thread.</p><p></p><p>The relevance here is that I find it a bit tiresome to be misrepresented by others. I do not very much like being set up <em>personally</em> as a straw man. I can speak for myself, and trust that those others have enough to say on their own account.</p><p></p><p>Quasqueton compared 1E and 3E characters in 1E modules. That is not the same as comparing</p><p>-- 1E and 3E characters in 3E modules;</p><p>-- 1E characters in 1E modules and 3E characters in 3E modules; or</p><p>-- characters of <em>any</em> rules-set in a much less linear scenario than offered in most modules, with characters in the latter.</p><p></p><p>Size certainly can contribute to non-linearity, but a huge complex is not necessary. A dungeon map is pretty handy for analysis, providing a "flow chart" of the sort one might make for any scenario in which players have choices of taking different directions (in events, even if all acts take place spatially within a single little room).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4876180, member: 80487"] An underlying -- perhaps the motivating -- issue in that other thread was the perception in some quarters that characters in 3E gain levels faster than in 1E. Quasqueton's analysis, within the scope of what it covers, suggests that level gains (within that covered context) should be about the same until roughly what would be "name" level in AD&D. So, whence the perception? There is anecdotal evidence that many DMs skimped on treasure XP, which became standard, "by the book" practice in 2E. In the absence of an adequate replacement, that certainly would tend (perhaps by intent) to slow advancement! The question of how much potential treasure was likely to be secured by a given group of characters was raised. I don't think that is likely to be a big issue in consideration of most modules, but it could be in a different kind of situation -- such as the dungeon as originally conceived and presented. That's a situation pretty well designed [i]not[/i] to get "cleaned out" by any particular group of characters. As a consequence, it does not lend itself to calculations on that basis (double or triple XP needed to "level up" a party being a good start in my experience, more depending on actual traffic). Moreover, returns per hour of play time may well be lower. Rapid or slow, a [i]rate[/i] involves a component of [i]time[/i]. That could be measured in "modules" if they are employed, but to assume that (as opposed, say, to game sessions) as the common measure should have some warrant. I did not claim to know whether (much less that) most people -- or even [i]any[/i] of the people in question, the ones claiming swifter advancement early in 3E -- were playing mainly in scenarios after that model. (Silly me, I think it might be more illuminating to [i]ask them[/i] about their practices rather than getting into vain speculation and assumptions!) Someone started to claim that the underworld of many ways was not a significant part of the game as Gygax designed it. I can see how the concept might be obscure if one were informed only by select later texts, rather than by the seminal work (even at a remove via oral tradition). It seemed perfectly clear to me, and apparently to plenty of others in the 1970s, though, and nothing I have encountered since of Mr. Gygax's writings suggests to me that this was a misunderstanding. Then someone else, who seems quite often to indulge in creating false dichotomies, took up the notion that the presence of multi-level dungeons in the original campaign concept was somehow incompatible with the presence of other elements. Absurdity aside, all that was quite irrelevant to the topic of that thread. The relevance here is that I find it a bit tiresome to be misrepresented by others. I do not very much like being set up [i]personally[/i] as a straw man. I can speak for myself, and trust that those others have enough to say on their own account. Quasqueton compared 1E and 3E characters in 1E modules. That is not the same as comparing -- 1E and 3E characters in 3E modules; -- 1E characters in 1E modules and 3E characters in 3E modules; or -- characters of [i]any[/i] rules-set in a much less linear scenario than offered in most modules, with characters in the latter. Size certainly can contribute to non-linearity, but a huge complex is not necessary. A dungeon map is pretty handy for analysis, providing a "flow chart" of the sort one might make for any scenario in which players have choices of taking different directions (in events, even if all acts take place spatially within a single little room). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How did you play back in the day? - forked from Q's Leveling Comparisons
Top