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Iron Heroes...is it really different from core D&D?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3091576" data-attributes="member: 710"><p>Well, eventually you will have grown from level 1 to level 50 or 80, and you will still feel the difference. But it will probably a lot more difficult to make a "smooth" advancement curve. </p><p>D&Ds advancement system with the 20-level baseline does not only give you simple increases in numbers, it also gives you new options. (Each Spell Level gained gives a new option, as does each feat)</p><p>A 100-level game offering new options every 1 to 3 levels would probably end up very complicated. (That said, maybe new options aren't always want - sometimes it is fun to experiment with the abilities you have for some time before going on to new ones)</p><p></p><p>From computer games *) like Diablo II or Titan Quest that feature a higher level baseline, the "real interesting" changes rarely happen and they form some kind of "Metalevel". The rest seems just number crunching ("Wow! Now my Firebolt deals 14-28 damage instead of 10-20!" opposed to "WOW!! Now I can cast Fireball!)</p><p></p><p>That said, there is probably still something between the 100-level "no progression felt" and 20-level "rapid improvement" extremes... </p><p></p><p><span style="font-size: 9px">*) Computer Games cannot fully compare to pen & paper games, but we are only discussing the effects of game mechanics, so I think it's okay. </span></p><p></p><p></p><p>I wonder if there is a theoretical research insitute for questions of game design. I know game theory is a part of mathematics, but this mainly is about finding optimal strategies or determine how people "play a game", not about how to design a game.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3091576, member: 710"] Well, eventually you will have grown from level 1 to level 50 or 80, and you will still feel the difference. But it will probably a lot more difficult to make a "smooth" advancement curve. D&Ds advancement system with the 20-level baseline does not only give you simple increases in numbers, it also gives you new options. (Each Spell Level gained gives a new option, as does each feat) A 100-level game offering new options every 1 to 3 levels would probably end up very complicated. (That said, maybe new options aren't always want - sometimes it is fun to experiment with the abilities you have for some time before going on to new ones) From computer games *) like Diablo II or Titan Quest that feature a higher level baseline, the "real interesting" changes rarely happen and they form some kind of "Metalevel". The rest seems just number crunching ("Wow! Now my Firebolt deals 14-28 damage instead of 10-20!" opposed to "WOW!! Now I can cast Fireball!) That said, there is probably still something between the 100-level "no progression felt" and 20-level "rapid improvement" extremes... [size=1]*) Computer Games cannot fully compare to pen & paper games, but we are only discussing the effects of game mechanics, so I think it's okay. [/size] I wonder if there is a theoretical research insitute for questions of game design. I know game theory is a part of mathematics, but this mainly is about finding optimal strategies or determine how people "play a game", not about how to design a game. [/QUOTE]
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Iron Heroes...is it really different from core D&D?
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