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Community
General Tabletop Discussion
*TTRPGs General
If most DMs prefer low-mid levels...why have levels?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3071876" data-attributes="member: 22882"><p>Because D&D has always had levels. Specifically, it has always had very choppy advancement compared to, well... pretty much everything other than D&D.</p><p></p><p>'Levels' don't really have anything to do with the problem, insofar as it is a problem. Wild ARMs 4 theoretically goes up to 100 levels, but the characters gain less power in the 50 they're likely to have by the end of a typical playthrough than most D&D characters do in 2-3 levels; the vast majority of console RPGs stretch something like D&D's 20 levels over 100 or even 255. For a pen and paper RPG example, Spycraft levels have almost no effect on the tone or style of the game because challenges scale with level and there's no high-level magic and magic items to completely alter the nature of the game.</p><p></p><p>By and large, if GMs and players who prefered the 'sweet spot' of 5-12 and a flatter power curve would just try other systems, they'd probably be a lot happier. For whatever reason, they don't, and either tolerate the way it is or work out massive amounts of houserules to rework D&D until... it looks a lot like all the other rules-medium to rules-heavy RPGs when it comes to character advancement.</p><p></p><p>Since D&D is the only RPG that provides D&D, I'd really rather it didn't change - but I do wish players and GMs who don't actually seem to like anything about D&D other than the name would try the myriad systems that do exactly what they're trying to do from the outset. Converting the entire Monster Manual would be less work than trying to make D&D hand out incremental advances... :\</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3071876, member: 22882"] Because D&D has always had levels. Specifically, it has always had very choppy advancement compared to, well... pretty much everything other than D&D. 'Levels' don't really have anything to do with the problem, insofar as it is a problem. Wild ARMs 4 theoretically goes up to 100 levels, but the characters gain less power in the 50 they're likely to have by the end of a typical playthrough than most D&D characters do in 2-3 levels; the vast majority of console RPGs stretch something like D&D's 20 levels over 100 or even 255. For a pen and paper RPG example, Spycraft levels have almost no effect on the tone or style of the game because challenges scale with level and there's no high-level magic and magic items to completely alter the nature of the game. By and large, if GMs and players who prefered the 'sweet spot' of 5-12 and a flatter power curve would just try other systems, they'd probably be a lot happier. For whatever reason, they don't, and either tolerate the way it is or work out massive amounts of houserules to rework D&D until... it looks a lot like all the other rules-medium to rules-heavy RPGs when it comes to character advancement. Since D&D is the only RPG that provides D&D, I'd really rather it didn't change - but I do wish players and GMs who don't actually seem to like anything about D&D other than the name would try the myriad systems that do exactly what they're trying to do from the outset. Converting the entire Monster Manual would be less work than trying to make D&D hand out incremental advances... :\ [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
If most DMs prefer low-mid levels...why have levels?
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