M.L. Martin
Hero
What's the prima facie rationale for saying 'yep, at epic or immortal level, the rules should be more complex'? I understand that the rules should be about something different than level 1 play, but why should they be more complex and detailled?
Prima facie rationale? Simple. Gamers who've reached higher levels have enough experience to have mastered the basic options and can thus include more extensive rules.
Contraindicating this is that groups may be experienced players starting new games at low levels, or new gamers who want to play in the deep end for a change, or experienced gamers who don't want that many complex rules (a large portion of the original BECMI market, apparently) or gamers who find a sweet spot of complexity and want to find a way to keep their campaigns going without either moving out of that sweet spot or stagnating.
Thus, I think the modular option that's been floated should be combined with ways to turn those options on and off at different points. Something like the following:
"The default game assumes Skill Powers will become available at 5th level, after players have a change to get used to the basic combat and powers rules and have a handle on what their skills can do normally. Groups with more experience can make them accessible from 1st level, while those who want to keep the rules stripped-down do not have to include them.
"Similarly, the Dominion rules typically come into play in early or mid-paragon tier. However, groups that don't wish to settle down can ignore them, while a group that wants to start out as rulers and nobles (in the tradition of the BIRTHRIGHT campaign setting) can make them available at 1st level."
The rules, of course, would have to be designed carefully to allow this sort of modularity.
 
				 
 
		 
 
		 Admittedly, it's a bit of an extreme edge, but if a wizard isn't automatically going to learn fireball, and a fighter isn't automatically going to learn Come and Get It, but they must discover these elements through play, the DM can control the level of horizontal growth within the constraints that the group's happy with.
 Admittedly, it's a bit of an extreme edge, but if a wizard isn't automatically going to learn fireball, and a fighter isn't automatically going to learn Come and Get It, but they must discover these elements through play, the DM can control the level of horizontal growth within the constraints that the group's happy with.  
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		