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General Tabletop Discussion
*TTRPGs General
Levels - How about two-dimensional advancement?
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<blockquote data-quote="Umbran" data-source="post: 4612227" data-attributes="member: 177"><p>Can it be done, sure.</p><p></p><p>Do you really want to do it? That, I'm not so sure of, especially with 4e. If I wanted to do this sort of thing, I'd probably work with a game that was more designed for it in the first place. A point-buy system would be far better - or even 3e, that has more loose multiclassing options.</p><p></p><p>But not that the loose multiclassing (or more flexible advancement, in general) gives the player far more ability to either min/max or shoot themselves in the foot. Everyone crows about how a 3e Wizard/Fighter of evenly distributed levels is inefficient, compared to a straight wizard or straight fighter. Same logic applies here.</p><p></p><p>Splitting up the ways characters can advance is a good way to lose track of how tough they are. One of the gains the GM gets from the way 4e does things is having a good clue how much punishment the characters can deal out and take. The more variability in advancement, the less grasp the GM has - and that can lead to either more work in adventure design, or adventures that are accidentally not well-suited to the party.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4612227, member: 177"] Can it be done, sure. Do you really want to do it? That, I'm not so sure of, especially with 4e. If I wanted to do this sort of thing, I'd probably work with a game that was more designed for it in the first place. A point-buy system would be far better - or even 3e, that has more loose multiclassing options. But not that the loose multiclassing (or more flexible advancement, in general) gives the player far more ability to either min/max or shoot themselves in the foot. Everyone crows about how a 3e Wizard/Fighter of evenly distributed levels is inefficient, compared to a straight wizard or straight fighter. Same logic applies here. Splitting up the ways characters can advance is a good way to lose track of how tough they are. One of the gains the GM gets from the way 4e does things is having a good clue how much punishment the characters can deal out and take. The more variability in advancement, the less grasp the GM has - and that can lead to either more work in adventure design, or adventures that are accidentally not well-suited to the party. [/QUOTE]
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Levels - How about two-dimensional advancement?
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