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It can be cool even if it doesn't go to 11...
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<blockquote data-quote="malkav666" data-source="post: 5957474" data-attributes="member: 70565"><p>Sounds to me like its not the amount of levels that is the problem for you, but rather the exp reward system. I Like for players in my D&D games (I run 2e/3.5 and PF) to usually get to level 5 or so fairly quickly and then gain levels slowly myself.</p><p></p><p>For me its all about managing the expectations of the group. I tell them I want levels on e through 4 to pass pretty quickly and that I want to slow down progression of everything beyond that before the first synapse of character concepts even begins processing in their minds.</p><p></p><p>The problem that a lot of dms face without the levels rolling in is that they then let the characters grow in ways that can't be justified with math. They players need rewards to complete their experience. A system with quick leveling has built in rewards that come with a mechanic and pace the players understand. Without such a system the DM has to do more work to excite the players and make them feel rewarded.</p><p></p><p>This means that the DM in those cases must design rewards that don't destroy whatever level of balance and flavor the campaign enjoys. I could for example give out treasure or title or land as reward for progress, but as the games challenges are based on toon level it becomes more difficult for the DM to maintain the playfield while varying the experience when other types of rewards are used too often. It is actually the largest pitfall of games with levels IMO.</p><p></p><p>Then it comes down to how much work the DM is willing to put in to maintain the game. I am used to running games and have no problem using non exp rewards and slowing level progress. But newer players and DMs may not find such an environment as hospitable. </p><p></p><p>Personally I prefer from my D&D to have levels 1 - 20 covered in the main book but I am okay with more or less. I always change the pace to fit the kind of story I want to tell anyways. But with a solid 1-20 system it gives new DMs a way to have reward canned into the product for them and I think it makes the game more approachable for new players so it gets my vote. Creative storytellers will always use just what they want anyways. Storytelling and games adjudication are learned skills and its nice to have a level playing field to learn those skills in.</p><p></p><p>But those are just my own opinions and what works for me and mine. </p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5957474, member: 70565"] Sounds to me like its not the amount of levels that is the problem for you, but rather the exp reward system. I Like for players in my D&D games (I run 2e/3.5 and PF) to usually get to level 5 or so fairly quickly and then gain levels slowly myself. For me its all about managing the expectations of the group. I tell them I want levels on e through 4 to pass pretty quickly and that I want to slow down progression of everything beyond that before the first synapse of character concepts even begins processing in their minds. The problem that a lot of dms face without the levels rolling in is that they then let the characters grow in ways that can't be justified with math. They players need rewards to complete their experience. A system with quick leveling has built in rewards that come with a mechanic and pace the players understand. Without such a system the DM has to do more work to excite the players and make them feel rewarded. This means that the DM in those cases must design rewards that don't destroy whatever level of balance and flavor the campaign enjoys. I could for example give out treasure or title or land as reward for progress, but as the games challenges are based on toon level it becomes more difficult for the DM to maintain the playfield while varying the experience when other types of rewards are used too often. It is actually the largest pitfall of games with levels IMO. Then it comes down to how much work the DM is willing to put in to maintain the game. I am used to running games and have no problem using non exp rewards and slowing level progress. But newer players and DMs may not find such an environment as hospitable. Personally I prefer from my D&D to have levels 1 - 20 covered in the main book but I am okay with more or less. I always change the pace to fit the kind of story I want to tell anyways. But with a solid 1-20 system it gives new DMs a way to have reward canned into the product for them and I think it makes the game more approachable for new players so it gets my vote. Creative storytellers will always use just what they want anyways. Storytelling and games adjudication are learned skills and its nice to have a level playing field to learn those skills in. But those are just my own opinions and what works for me and mine. love, malkav [/QUOTE]
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