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More "realistic" advancement in D&D?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5038954" data-attributes="member: 710"><p>My suggestions might be:</p><p>- Drop the half level bonus and all related bonuses (enhancement bonuses from items most importantly). This way, you might need 100 1st Level Kobolds to challenge a 20th level character, but they really can, since they can reliably hit the character.</p><p></p><p>- Increase the XP gaps between levels. You could create a very large "artifical" at the tier ranges (10-11 and 20-21) to really signify that the characters are moving to a new "level" of levels. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>- Play a different RPG than D&D. </p><p></p><p>- Break up levels into multiple advancements. Maybe split up every level the character gets a new power in two or three "stages". At the first stage, an encounter power can be used once per day. At the second stage, it can be used once per milestone. At the final stage, it actually works like an encounter power.</p><p></p><p>- Require training times. Maybe not even every level. You could require it every 5 levels for example, or before every level that grants a new power, showing that the PC has kinda reached a "plateau" in practice and needs to train new techniques. </p><p></p><p>---</p><p></p><p>But remember the tyranny of fun. Do you think that the players will really enjoy a more "realistic" experience better? One of your biggest issues is that levelling is part of the fun of playing the game. It is a reward that keeps coming every few adventures. It is something guaranteed to look forward too, basically, regardless of story and action going on. It's something you can plan for. The longer it takes to get there, the less interesting the character might feel. My personal impression is - the slower the advancement in a game becomes, the more interesting does it become to just abandon your character and try something new. Because it's really the only way to "reinvent" something about what you play. If you know a new level is waiting around, and you'll get a new feat or power, you know you'll get a new trick, something to make the character feel different, to feel the power and to feel the new options. But if that's far off... well, the Barbarian/Sorcerer Hybrid you read on the internet sounds kinda cool, and you also have this backstory about a Barbarian tribe and their Dragon hunting tradition and...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5038954, member: 710"] My suggestions might be: - Drop the half level bonus and all related bonuses (enhancement bonuses from items most importantly). This way, you might need 100 1st Level Kobolds to challenge a 20th level character, but they really can, since they can reliably hit the character. - Increase the XP gaps between levels. You could create a very large "artifical" at the tier ranges (10-11 and 20-21) to really signify that the characters are moving to a new "level" of levels. ;) - Play a different RPG than D&D. - Break up levels into multiple advancements. Maybe split up every level the character gets a new power in two or three "stages". At the first stage, an encounter power can be used once per day. At the second stage, it can be used once per milestone. At the final stage, it actually works like an encounter power. - Require training times. Maybe not even every level. You could require it every 5 levels for example, or before every level that grants a new power, showing that the PC has kinda reached a "plateau" in practice and needs to train new techniques. --- But remember the tyranny of fun. Do you think that the players will really enjoy a more "realistic" experience better? One of your biggest issues is that levelling is part of the fun of playing the game. It is a reward that keeps coming every few adventures. It is something guaranteed to look forward too, basically, regardless of story and action going on. It's something you can plan for. The longer it takes to get there, the less interesting the character might feel. My personal impression is - the slower the advancement in a game becomes, the more interesting does it become to just abandon your character and try something new. Because it's really the only way to "reinvent" something about what you play. If you know a new level is waiting around, and you'll get a new feat or power, you know you'll get a new trick, something to make the character feel different, to feel the power and to feel the new options. But if that's far off... well, the Barbarian/Sorcerer Hybrid you read on the internet sounds kinda cool, and you also have this backstory about a Barbarian tribe and their Dragon hunting tradition and... [/QUOTE]
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