D&D General Is power creep bad?

Is power creep, particularly in D&D, a bad thing?

  • More power is always better (or why steroids were good for baseball)

    Votes: 3 2.3%
  • Power creep is fun when you also boost the old content

    Votes: 34 26.2%
  • Meh, whatever

    Votes: 23 17.7%
  • I'd rather they stick to a base power level, but its still playable

    Votes: 36 27.7%
  • Sweet Mary, mother of God, why? (or why are there apples and cinnamon in my oatmeal?)

    Votes: 23 17.7%
  • Other, I'll explain.

    Votes: 11 8.5%


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Lanefan

Victoria Rules
The problem with level drain wasn't that it was a consequence. It was that, as consequences go, it was boring. It essentially undid your progress with effects that were numerical and only changed how you interacted with the world if they took away spells. And it didn't even make your character look more interesting.

Compare to losing either an eye or a hand. Rather than losing numbers and progress you lose a specific capability. It changes how you interact with the world. You then get to use a hook, an eyepatch, a glass eye, or even gnarly magical cybernetics. Your character and how they interact with the world is changed.
Now that comment is more than fair.

While the game has leaned into stat loss at various points, it has rarely done much with actual limb loss (the Staff of Withering and vorpal weapons notwithstanding); and you're quite right that limb loss has a more obvious clear-and-present effect on both roleplaying AND mechanics, where level loss really only affects the mechanics side.

I guess it's an outgrowth of the no-called-shots system D&D has always employed: you can't cut it off if you can't specifically target it.
This opens two other cans of worms, both of which are best illustrated by 3.X:
  • A whole lot of the broken stuff in 3.0 or 3.5 was in the PHB. A PHB only "Batman" debuff wizard with a good spell selection and a loose leaf ring binder full of scrolls is a Tier 1 character and one of the strongest characters in the game regardless of which splats you add.
  • Known strategy and knowledge of the meta changes over time. Even if you stick to the PHB only and make a very mediocre fighter with the weapon specialisation feats and great cleave's contribution changes
    • In 2000 the classic party would have been a 2e style Evoker Wizard, Healing Cleric, and Trapfinding Rogue. The fighter can keep up here.
    • In 2008 it's much more likely that they get a "Batman" wizard (either conjuration or divination specialist, dropping evocation entirely), a self-buffing cleric who uses wands of cure light wounds for the party's healing needs, and an aggressively hegmonizing ursine swarm (a druid with a bear companion who turns into a bear and summons more bears) and if traps are a major thing someone has a single rogue level, taking one for the team. The fighter is fairly redundant here.
Has there been power creep? Both are PHB only, and some of the most egregious spells like haste were nerfed. As from memory was some self-buffing.
A better comparison would be 2000 to 2003, or 2004 to 2008, as the 3-to-3.5 jump made enough changes to render true comparison somewhat invalid.

But take 1e. There's no doubt that a character rolled up pre-UA and a character rolled up post-UA, using the then-current RAW, are on different playing fields: the newer one is highly likely to be significantly more powerful than the older.
 

Lanefan

Victoria Rules
I mistyped, apologies. I meant to say handfuls of features, not handfuls of levels.
Ah - that makes much more sense. :)
As for your second point, I don't particularly harken to the idea that you should be able to convert a character easily from one edition to the next. Even the way I think about my OD&D characters is different as compared to 5E. The games fundamental experience has diverged to the point (and did so long before 5E) that its like trying to convert a PbtA character to 5E, or trying to convert my CoC character to 5E.
Where, speaking as someone who is constantly converting stuff from one edition to another so I can make use of it, to me D&D is D&D as is (or IMO should be) the fundamental experience of playing it. The problem is that these silly companies keep overlaying entire new rule systems and design philosophies on to it that I have to chop through in a machete-to-thicket fashion in order to extract what I want.

I've got to about level 12 in machete proficiency, I think, when it comes to D&D rules. :)
 

Lanefan

Victoria Rules
If level drain was fine because the players just had to trust the DM, then power creep is fine because the DM just needs to trust the players.
If the power creep was strictly player-side I'd agree. However, the problem with power creep is that it goes both ways - the player-side material gets better and in response the DM has to up the ante a bit in order to compensate, effectively leading to a slow-motion arms race.
 

James Gasik

We don't talk about Pun-Pun
Supporter
Sometimes the DM gets better material as well though. Usually later Monster Manuals have tougher enemies than the earlier versions. That's...about it though, since the DM has no shortage of ways to make the game nastier should they so choose, and in the old days, there were third party supplements that may or may not have catered to this (whether Grimtooth's Traps is meant to be taken seriously or is merely entertainment is up for debate).

Certainly there have been some published meat grinder adventures over the years.

Probably the pinnacle of both kinds of power creep, player and DM-facing, in any edition, is the Throne of Bloodstone. If you haven't heard of it, you really should look it up, it's completely insane!
 

Lanefan

Victoria Rules
Sometimes the DM gets better material as well though. Usually later Monster Manuals have tougher enemies than the earlier versions. That's...about it though, since the DM has no shortage of ways to make the game nastier should they so choose, and in the old days, there were third party supplements that may or may not have catered to this (whether Grimtooth's Traps is meant to be taken seriously or is merely entertainment is up for debate).

Certainly there have been some published meat grinder adventures over the years.

Probably the pinnacle of both kinds of power creep, player and DM-facing, in any edition, is the Throne of Bloodstone. If you haven't heard of it, you really should look it up, it's completely insane!
Huh. In theory I have that here somewhere - maybe I should give it another look. :)
 


James Gasik

We don't talk about Pun-Pun
Supporter
The things that happen in Irish mythology are like something straight out of a modern anime, including characters with multicolor hair and multicolor eyes. And not just teen power fantasy anime, but horror anime too!
Though there are a few silly elements, like Balor's death being ultimately caused by a damn cow!
 

I guess it's an outgrowth of the no-called-shots system D&D has always employed: you can't cut it off if you can't specifically target it.
I think it's more an outgrowth of the hit point mechanic plus the taking a character from group to group.
A better comparison would be 2000 to 2003, or 2004 to 2008, as the 3-to-3.5 jump made enough changes to render true comparison somewhat invalid.
I'm mostly trying to establish the principle here. Is it power creep if the change comes largely not out of new stuff but a better understanding of the game's mechanics. (From memory only the ursine swarm was 3.5 specific and the specialist wizard would be a Diviner - but the self buffing cleric works better in 3.0)
Ah - that makes much more sense. :)

Where, speaking as someone who is constantly converting stuff from one edition to another so I can make use of it, to me D&D is D&D as is (or IMO should be) the fundamental experience of playing it. The problem is that these silly companies keep overlaying entire new rule systems and design philosophies on to it that I have to chop through in a machete-to-thicket fashion in order to extract what I want.
I think that horse had bolted by about 1976 when groups started playing having learned from the books. The barn itself was entirely replaced in 1989 when 2e took XP for GP out of the core rules.
 

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