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*TTRPGs General
leveling vs "locationing"
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<blockquote data-quote="xechnao" data-source="post: 5095028" data-attributes="member: 58105"><p>I think we are losing track with the point buy vs leveling focus. More traditional D&D is not point based but it does want to grasp the notion we are discussing here.</p><p></p><p>Rangers have this class feature of favorite enemies, dwarfs fare well in subterranean environments, druids can tame nature, Paladins can fight evil, priests can face undead and thieves have different paths to choose from based on their exploring abilities. </p><p></p><p>Now, lets remember that levels gave another dimension by determining a shift on the relation of character power -namely arcane casters versus the rest of the classes. In respect to the other classes mages at lower levels were weaker and as they gained more levels became stronger. Add to this how the game played differently across the levels: lower level gameplay swingy, sweet spot next, too complicated after that lol.</p><p></p><p>4e clearly decided that the implementation of this dimension was not so good gameplay wise. A dimension that needs the development of a campaign long session to matter was incompatible with the gameplay pace of the encounter design of the game and so, in the end, the most utilized part of the game (encounters) felt lacking, and with it the big picture of the game: as we say it, the game lacked balance.</p><p></p><p>At this point, it is hard to find a game design reason for leveling to exist. Character powers rise linearly, but the game assumes that the characters face linearly more powerful obstacles or problems. This neutralizes the whole leveling dimension mechanic wise. The only way that remains for the leveling mechanic to be utilized is its descriptive characterization. That would be akin of having the powers of 4e be made only with fluff and no crunch. </p><p></p><p>Now, lets return to the first paragraph dealing with rangers, paladins and the like. We have mechanics here that want to help the game to incorporate a certain fluff but mechanics seem kind of incomplete. The DM is needed to fill the missing mechanics by improvising. But it is an improvisation very different than the improvisation the DM does in combat in 4e: there, he knows the rules and the rules are comprehensive: he knows very clearly what he can and what he cant do and still he manages to keep everyone happy, even himself. </p><p></p><p>A design that manages to give a clearer guide on balanced choices with clear rules regarding adventuring could take the place of leveling and be more intuitive. Saying that I can speak the language of these strangers or that I know their history is more intuitive regarding adventuring than saying I am a level 13 bard. Simply because it is more real life like. Heh, think about all the D&D sociology and economy dead ends fans have been sporting. Remember that our hobby needs to approach and make as much sense as possible to people that do not know any of the game design traditions of D&D.</p></blockquote><p></p>
[QUOTE="xechnao, post: 5095028, member: 58105"] I think we are losing track with the point buy vs leveling focus. More traditional D&D is not point based but it does want to grasp the notion we are discussing here. Rangers have this class feature of favorite enemies, dwarfs fare well in subterranean environments, druids can tame nature, Paladins can fight evil, priests can face undead and thieves have different paths to choose from based on their exploring abilities. Now, lets remember that levels gave another dimension by determining a shift on the relation of character power -namely arcane casters versus the rest of the classes. In respect to the other classes mages at lower levels were weaker and as they gained more levels became stronger. Add to this how the game played differently across the levels: lower level gameplay swingy, sweet spot next, too complicated after that lol. 4e clearly decided that the implementation of this dimension was not so good gameplay wise. A dimension that needs the development of a campaign long session to matter was incompatible with the gameplay pace of the encounter design of the game and so, in the end, the most utilized part of the game (encounters) felt lacking, and with it the big picture of the game: as we say it, the game lacked balance. At this point, it is hard to find a game design reason for leveling to exist. Character powers rise linearly, but the game assumes that the characters face linearly more powerful obstacles or problems. This neutralizes the whole leveling dimension mechanic wise. The only way that remains for the leveling mechanic to be utilized is its descriptive characterization. That would be akin of having the powers of 4e be made only with fluff and no crunch. Now, lets return to the first paragraph dealing with rangers, paladins and the like. We have mechanics here that want to help the game to incorporate a certain fluff but mechanics seem kind of incomplete. The DM is needed to fill the missing mechanics by improvising. But it is an improvisation very different than the improvisation the DM does in combat in 4e: there, he knows the rules and the rules are comprehensive: he knows very clearly what he can and what he cant do and still he manages to keep everyone happy, even himself. A design that manages to give a clearer guide on balanced choices with clear rules regarding adventuring could take the place of leveling and be more intuitive. Saying that I can speak the language of these strangers or that I know their history is more intuitive regarding adventuring than saying I am a level 13 bard. Simply because it is more real life like. Heh, think about all the D&D sociology and economy dead ends fans have been sporting. Remember that our hobby needs to approach and make as much sense as possible to people that do not know any of the game design traditions of D&D. [/QUOTE]
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