FitzTheRuke
Legend
Is the attempt to erase the "five minute work day" from D&D going to result in the opposite problem, the "meek to mighty in a month"?
By which I mean, if the party can handle 3 or 4 encounters in a day, they are going to get quite a bit of experience in a single day quite likely raising a few levels a week. The problem with this is the characters appear to go from bumbling beginner to the best swordsman/cutpurse/spellcaster in the land in only a few short months.
Here is how I see the 4th edition designers' attempt to avoid this problem:
Increasing travel time by cutting down on teleports, etc.
-- One of the best ways to pass time in any editon is the time it takes to get places. This allows for a "catch up" period when the characters are not adventuring. This really is only effective in heroic teir I suppose.
Increasing the competence of first level characters
-- The competence of 4e first level characters suggests that they may actually have years of experience already, even a first level. With a good solid base to their training, picking up extra tricks (read powers) along the way is simply a matter of tweaking an already functional skill set. Therefore, they already were incredibly skilled compared to "normal" people.
Smoothing the power curve
-- It's not like any character can really tell the difference between having a +6 attack and a +12, for example. In the world of the game the third-party observed contest between a 4th level fighter named Jack and a 10th level one named Greg would likely be described, "Look at them fight! Ooh I think Greg's got the edge in the skills department!" So it's not like the difference is immediately apparent.
Otherwise, they might suggest that the DM pass time between adventures, in various ways.
What do you think?
Fitz
By which I mean, if the party can handle 3 or 4 encounters in a day, they are going to get quite a bit of experience in a single day quite likely raising a few levels a week. The problem with this is the characters appear to go from bumbling beginner to the best swordsman/cutpurse/spellcaster in the land in only a few short months.
Here is how I see the 4th edition designers' attempt to avoid this problem:
Increasing travel time by cutting down on teleports, etc.
-- One of the best ways to pass time in any editon is the time it takes to get places. This allows for a "catch up" period when the characters are not adventuring. This really is only effective in heroic teir I suppose.
Increasing the competence of first level characters
-- The competence of 4e first level characters suggests that they may actually have years of experience already, even a first level. With a good solid base to their training, picking up extra tricks (read powers) along the way is simply a matter of tweaking an already functional skill set. Therefore, they already were incredibly skilled compared to "normal" people.
Smoothing the power curve
-- It's not like any character can really tell the difference between having a +6 attack and a +12, for example. In the world of the game the third-party observed contest between a 4th level fighter named Jack and a 10th level one named Greg would likely be described, "Look at them fight! Ooh I think Greg's got the edge in the skills department!" So it's not like the difference is immediately apparent.
Otherwise, they might suggest that the DM pass time between adventures, in various ways.
What do you think?
Fitz