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Leveling assumptions then and now
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<blockquote data-quote="theemrys" data-source="post: 4981117" data-attributes="member: 25516"><p>Well, I did find when I was playin 3.X that leveling went much faster and seemed to be more of the focus... but it was also a shift to have levels 1-20 (or 30 in some games) available. Also, I felt that because of some of the major elements of the game, especially feats which had dependencies, you were encouraged and almost needed to plan ahead. (this also includes PrCs).</p><p></p><p>That being said, I moved from there on to HackMaster (4e, the older edition) which was much more of a 1e/2e D&D style for experience, and now on to Hackmaster Basic. I'm really enjoying the HMB because the progression is much flatter. You only gain a hit die every other level... and I found that the leveling benefits make a difference but less so than in some other systems. What is great about it is that if your party has gotten a few levels and you die, it's not that bad to start at level 1 again and work to catch up. Also, it means that even "low level" threats are dangerous at higher levels.</p><p></p><p>Back to the point of this thread though... I think a lot of the game aspects directly play into how things work and the expectations. If need to be in a certain level range to be able to do what you have fun with, then there will be a push to get there. If there isn't as much different between levels, or the focus/feel of the game is to earn and claw your way for every little advantage you can get, then slower progression makes more sense. </p><p></p><p>I think the best comment from above is about where you're headed. Even if you played a 1e game which was focused on advancement (reaching name level), that still only took you to 9 or 10 in many cases... and there was very little choice during advancement that would impact your core competency down the road. In 3.X, that changed and your 1st level to 2nd level choices could directly affect how effective your "build" is a level 15... Not always for all play, but there was a lot more potential.</p><p></p><p>Now, our group meets when we can, and we're trying to setup a weekly weeknight game for 2.5 to 3 hrs to keep things regular... which means a slower pace per session than our ideal 5 hr sessions... but if we can really get them in every week rather than every month, it will help keep our pace up.</p><p></p><p>Ok.. reading this over I've rambled a lot but hopefully at least made a few good points... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="theemrys, post: 4981117, member: 25516"] Well, I did find when I was playin 3.X that leveling went much faster and seemed to be more of the focus... but it was also a shift to have levels 1-20 (or 30 in some games) available. Also, I felt that because of some of the major elements of the game, especially feats which had dependencies, you were encouraged and almost needed to plan ahead. (this also includes PrCs). That being said, I moved from there on to HackMaster (4e, the older edition) which was much more of a 1e/2e D&D style for experience, and now on to Hackmaster Basic. I'm really enjoying the HMB because the progression is much flatter. You only gain a hit die every other level... and I found that the leveling benefits make a difference but less so than in some other systems. What is great about it is that if your party has gotten a few levels and you die, it's not that bad to start at level 1 again and work to catch up. Also, it means that even "low level" threats are dangerous at higher levels. Back to the point of this thread though... I think a lot of the game aspects directly play into how things work and the expectations. If need to be in a certain level range to be able to do what you have fun with, then there will be a push to get there. If there isn't as much different between levels, or the focus/feel of the game is to earn and claw your way for every little advantage you can get, then slower progression makes more sense. I think the best comment from above is about where you're headed. Even if you played a 1e game which was focused on advancement (reaching name level), that still only took you to 9 or 10 in many cases... and there was very little choice during advancement that would impact your core competency down the road. In 3.X, that changed and your 1st level to 2nd level choices could directly affect how effective your "build" is a level 15... Not always for all play, but there was a lot more potential. Now, our group meets when we can, and we're trying to setup a weekly weeknight game for 2.5 to 3 hrs to keep things regular... which means a slower pace per session than our ideal 5 hr sessions... but if we can really get them in every week rather than every month, it will help keep our pace up. Ok.. reading this over I've rambled a lot but hopefully at least made a few good points... :) [/QUOTE]
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