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General Tabletop Discussion
*TTRPGs General
leveling vs "locationing"
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<blockquote data-quote="Jhaelen" data-source="post: 5097150" data-attributes="member: 46713"><p>Ah, alright, I can get behind this. I'd call it the 'Super-Mario' approach: certains parts of the world you couldn't visit before open up once you learn how to</p><p>- jump higher</p><p>- climb slippery cliffs</p><p>- fly for short amounts of time</p><p>- breathe water</p><p>etc.</p><p></p><p>I think, though, that this is really an orthogonal concept to leveling/point buy/skill-based advancement. I'm doing this all the time in my 3e D&D campaign to keep things fresh for the players. You don't really need any mechanics for this, either.</p><p></p><p>It goes like this:</p><p>adventure site one: a goblin camp</p><p>players: wow, cool, simply stabbing at them gets them killed in no time!</p><p>(next time in town players invest in better stabbing implements)</p><p></p><p>adventure site two: ogre lair</p><p>players: ouch, trying to stab ogres hurts when we get in range of their big clubs, attacking them with ranged weapons works really well, though!</p><p>(next time in town players invest in ranged weapons, wizard learns magic missile)</p><p></p><p>encounter site three: bat caverns</p><p>players: ouch, stabbing or shooting at them doesn't do anything - torching them works great, though!</p><p>(next time in town players invest in alchemical fire; wizard learns burning hands)</p><p></p><p>encounter site four: lava chutes</p><p>players: ouch, fire elementals are immune against fire and weapons don't do much either...</p><p>etc. etc.</p><p></p><p>Basically, over time, as the pcs encounter new stuff, they develop a winning strategy for similar encounters and adapt/expand their repertoire of skills & tools to make sure they'll never have a difficult time with them again.</p><p></p><p>It doesn't really matter if they gain levels at the same time or not. Learning and adapting new strategies works either way.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5097150, member: 46713"] Ah, alright, I can get behind this. I'd call it the 'Super-Mario' approach: certains parts of the world you couldn't visit before open up once you learn how to - jump higher - climb slippery cliffs - fly for short amounts of time - breathe water etc. I think, though, that this is really an orthogonal concept to leveling/point buy/skill-based advancement. I'm doing this all the time in my 3e D&D campaign to keep things fresh for the players. You don't really need any mechanics for this, either. It goes like this: adventure site one: a goblin camp players: wow, cool, simply stabbing at them gets them killed in no time! (next time in town players invest in better stabbing implements) adventure site two: ogre lair players: ouch, trying to stab ogres hurts when we get in range of their big clubs, attacking them with ranged weapons works really well, though! (next time in town players invest in ranged weapons, wizard learns magic missile) encounter site three: bat caverns players: ouch, stabbing or shooting at them doesn't do anything - torching them works great, though! (next time in town players invest in alchemical fire; wizard learns burning hands) encounter site four: lava chutes players: ouch, fire elementals are immune against fire and weapons don't do much either... etc. etc. Basically, over time, as the pcs encounter new stuff, they develop a winning strategy for similar encounters and adapt/expand their repertoire of skills & tools to make sure they'll never have a difficult time with them again. It doesn't really matter if they gain levels at the same time or not. Learning and adapting new strategies works either way. [/QUOTE]
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