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<blockquote data-quote="howandwhy99" data-source="post: 5756926" data-attributes="member: 3192"><p>I think S'mon has it. Earlier versions of D&D were designed for multiple level play within a party and the rules bear it in mind. Later versions are based on other design assumptions. In fact, most every other RPG isn't designed for this kind of play, so I wouldn't go this route unless you are both running a game with such a design intact and know why it works. </p><p></p><p>To try and put it into perspective, imagine a video game where higher level abilities are gained with the understanding that the player already is proficient in the game world and its system. If you gain an ability that takes you to "Gamora" and can "flash the ice bomb twice", then the player already needs to have learned what those are, where they are, how they hold meaning in the game, and why such things would be considered valuable at all.</p><p></p><p>Starting out at 80th level isn't impossible, it's simply too much to read prior to play. Imagine a video game's "starting area" with 100 powers or spells. The game is no longer success via learning through play, but read, read, read. Such a high learning curve isn't usually successful - either for the designers or for the fun of the players.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5756926, member: 3192"] I think S'mon has it. Earlier versions of D&D were designed for multiple level play within a party and the rules bear it in mind. Later versions are based on other design assumptions. In fact, most every other RPG isn't designed for this kind of play, so I wouldn't go this route unless you are both running a game with such a design intact and know why it works. To try and put it into perspective, imagine a video game where higher level abilities are gained with the understanding that the player already is proficient in the game world and its system. If you gain an ability that takes you to "Gamora" and can "flash the ice bomb twice", then the player already needs to have learned what those are, where they are, how they hold meaning in the game, and why such things would be considered valuable at all. Starting out at 80th level isn't impossible, it's simply too much to read prior to play. Imagine a video game's "starting area" with 100 powers or spells. The game is no longer success via learning through play, but read, read, read. Such a high learning curve isn't usually successful - either for the designers or for the fun of the players. [/QUOTE]
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