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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="Alzrius" data-source="post: 8109989" data-attributes="member: 8461"><p>I disagree. While that quote talks about your starting characteristics, the power-gain from leveling up back in older editions was notably smaller. Fighters and related sub-classes got the equivalent of an increased to-hit bonus at higher levels, but most classes didn't, which meant that being locked out of those greater levels represented a comparatively modest loss (and that's without reaching for the old "most games never got that high anyway" idea). Saving throws, for instance, only tended to go up every few levels, hit points quickly tapered off, and proficiencies came later. Magical gear could still be collected, hirelings and henchmen could still be retained, etc. You were hardly a drag on the party if you were a few levels behind them...especially considering that they might lose levels from level-draining undead, being resurrected, etc.</p><p></p><p></p><p></p><p>Sure. Getting bonuses that humans didn't made them better mechanical choices, particularly at the outset. But would D&D look significantly different if those races weren't there at all?</p><p></p><p></p><p>That's nothing like LotR. Lord of the Rings had the elves being in a state of decline as the world moved away from being a place that they could comfortably inhabit. The rule of men was largely by default, whereas in D&D it's because humans are simply better in terms of their overall ability to excel. Elves were good choices at the beginning, but not so much later on. Ironically, this remained true even after the level cap was removed in later editions, and character race was still seen as comparatively unimportant compared to class and level.</p><p></p><p></p><p>That's not an issue of the degree of Tolkien's influence on the game.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 8109989, member: 8461"] I disagree. While that quote talks about your starting characteristics, the power-gain from leveling up back in older editions was notably smaller. Fighters and related sub-classes got the equivalent of an increased to-hit bonus at higher levels, but most classes didn't, which meant that being locked out of those greater levels represented a comparatively modest loss (and that's without reaching for the old "most games never got that high anyway" idea). Saving throws, for instance, only tended to go up every few levels, hit points quickly tapered off, and proficiencies came later. Magical gear could still be collected, hirelings and henchmen could still be retained, etc. You were hardly a drag on the party if you were a few levels behind them...especially considering that they might lose levels from level-draining undead, being resurrected, etc. Sure. Getting bonuses that humans didn't made them better mechanical choices, particularly at the outset. But would D&D look significantly different if those races weren't there at all? That's nothing like LotR. Lord of the Rings had the elves being in a state of decline as the world moved away from being a place that they could comfortably inhabit. The rule of men was largely by default, whereas in D&D it's because humans are simply better in terms of their overall ability to excel. Elves were good choices at the beginning, but not so much later on. Ironically, this remained true even after the level cap was removed in later editions, and character race was still seen as comparatively unimportant compared to class and level. That's not an issue of the degree of Tolkien's influence on the game. [/QUOTE]
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