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How many levels does D&D need?
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5133203" data-attributes="member: 4720"><p>The first few levels for the Fighter in 2e were all HUGE increases in power, based on survivability alone. Yes, that petered out somewhat later... but that only proves that the power curve (while not perfectly linear) is certainly <em>more</em> linear in 4e (and starts much further from the origin, but that's a separate issue).</p><p></p><p>Of course, you can't generalize to the magic user, who has an very non-linear power curve in early editions. Again, 4e's curve is much more linear.</p><p></p><p>You can debate the linear slope of the curve somewhat, but it's sort of a fool's errand given how incredibly non-linear they tended to be and how survivability and destructive potential were completely different curves early on that only sort of matched up with each other at the lowest levels.</p><p></p><p>Of course, some of that is driven by different assumptions of what you're going to be fighting across editions, as well.... which shows once more that the abstraction of level isn't really something easily nailed down.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5133203, member: 4720"] The first few levels for the Fighter in 2e were all HUGE increases in power, based on survivability alone. Yes, that petered out somewhat later... but that only proves that the power curve (while not perfectly linear) is certainly [i]more[/i] linear in 4e (and starts much further from the origin, but that's a separate issue). Of course, you can't generalize to the magic user, who has an very non-linear power curve in early editions. Again, 4e's curve is much more linear. You can debate the linear slope of the curve somewhat, but it's sort of a fool's errand given how incredibly non-linear they tended to be and how survivability and destructive potential were completely different curves early on that only sort of matched up with each other at the lowest levels. Of course, some of that is driven by different assumptions of what you're going to be fighting across editions, as well.... which shows once more that the abstraction of level isn't really something easily nailed down. [/QUOTE]
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