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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Jonathan Tweet: Streamlining Third Edition
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<blockquote data-quote="Don Durito" data-source="post: 7834021" data-attributes="member: 6687260"><p>I think it's inarguable that things change in such a way that functionality may be reduced.</p><p></p><p>Let's just take the Fighter as an example. (and ignore spells). At level 11 the Fighter gets 3 attacks a round (and 6 with action surge). Now in a game where everyone is on the ball and really focused - this may be able to be resolved quickly with the player rolling attacks and damage at the same time. But still, if the player is making all 6 attacks this can noticeably slow the game down while everyone else waits for their turn. </p><p></p><p>Now imagine if the players and GM are not so focused than this is compounded. (And some people want to fix 2 weapon fighting by giving out more attacks!)</p><p></p><p>I'm not sure the issues at higher level play are really due to balance issues so much as issues of increasing complexity and resolution time. This was likely even the case in 3E where there definitely were huge balance issues. I found that 4E despite claims to the contrary also had a sweet spot for similar reasons and became less fun once players reached paragon tier. This would also explain why people have differing experiences - with some groups high level play exceeds the level of resolution time and increasing complexity they're comfortable with - and for others it doesn't.</p><p></p><p>It's also an advantage of 13th Age. Players don't get increasingy numbers of attacks or exponentially increasing numbers of spells.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7834021, member: 6687260"] I think it's inarguable that things change in such a way that functionality may be reduced. Let's just take the Fighter as an example. (and ignore spells). At level 11 the Fighter gets 3 attacks a round (and 6 with action surge). Now in a game where everyone is on the ball and really focused - this may be able to be resolved quickly with the player rolling attacks and damage at the same time. But still, if the player is making all 6 attacks this can noticeably slow the game down while everyone else waits for their turn. Now imagine if the players and GM are not so focused than this is compounded. (And some people want to fix 2 weapon fighting by giving out more attacks!) I'm not sure the issues at higher level play are really due to balance issues so much as issues of increasing complexity and resolution time. This was likely even the case in 3E where there definitely were huge balance issues. I found that 4E despite claims to the contrary also had a sweet spot for similar reasons and became less fun once players reached paragon tier. This would also explain why people have differing experiences - with some groups high level play exceeds the level of resolution time and increasing complexity they're comfortable with - and for others it doesn't. It's also an advantage of 13th Age. Players don't get increasingy numbers of attacks or exponentially increasing numbers of spells. [/QUOTE]
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Jonathan Tweet: Streamlining Third Edition
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