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New "Dead Levels"
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<blockquote data-quote="WhatGravitas" data-source="post: 3370882" data-attributes="member: 33132"><p>Hmm... this gets me thinking... the Options introduced massive power creep - is this perhaps the reason why some older players are so wary of everything new, that may cry "power-creep"?</p><p></p><p>I still think that the DMG makes very clear that you get XP for "Challenges", and most published adventures give XP for storylines, including official ones. It is very clear, that combat is a) not the only XP-source, and that b) XP for combat is a well-balanced way for new DMs, who cannot really adjust the XP for RP. Later, after seeing how XP works, they can move further from the combat-XP and read more into the term "challenge".</p><p></p><p>That's one of my beefs: What do you mean by "video game RPG-influence"? No offense, I'm curious, honestly.</p><p></p><p>Really? Or can you rather tell about their <em>maturity</em>, which is sometimes correlated to age... but more than often not?</p><p></p><p>As a side-note: I also enjoy slower than suggested XP, because I like - if I have time - long-term campaigns with more stuff, however, this means that one fun aspect of the game - level advancement - suffers.</p><p>Don't get me wrong, RP, story and so on are what draws me to RPGs, but levelling <em>is</em> part of the fun, otherwise I won't play D&D, but Storyteller or Shadowrun, where there is no "levelling".</p><p>However, this clashes with "slower advancement": I get more fun and enjoyment from RP, stories, long-term investment - on the other hand, I get a new level less often, and if I get a fighter level without bonus feat, it is less fun than one with, right?</p><p>The same with spellcasters: A new spell level gives me (just like feats) a big list of new, previously not accessible goodies. A level with "just more spells" is less "shiny" - a wand can get me the same.</p><p>And that's my definition of "Dead Level" - no shiny stuff.</p><p></p><p>However, if these "dead levels" get stuffed - even with a flavour ability, like from the article - each level has more "shiny" to it - it is more unique and fun, even if it is not very powerful.</p><p></p><p>And now, you'll see my reasoning: Classes without dead levels actively promote what many story/RP-focused DMs and players like: Slower levelling - because if each level gives "cookies", then you don't want to level that often, because each level is novel and fun.</p><p></p><p>Dead levels, however, propagate your disliked "rapid levelling" attitude: Only some levels (like levels with new feats or new spell level) really "feel" like a good new level, hence you want to get them, and want to level faster.</p><p></p><p>@Thunderfoot: Sorry, that I've picked your post apart, but it got me to that line of thinking, because of your complaint about "rapid levelling", and then I've got the idea of my line of argumentation.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 3370882, member: 33132"] Hmm... this gets me thinking... the Options introduced massive power creep - is this perhaps the reason why some older players are so wary of everything new, that may cry "power-creep"? I still think that the DMG makes very clear that you get XP for "Challenges", and most published adventures give XP for storylines, including official ones. It is very clear, that combat is a) not the only XP-source, and that b) XP for combat is a well-balanced way for new DMs, who cannot really adjust the XP for RP. Later, after seeing how XP works, they can move further from the combat-XP and read more into the term "challenge". That's one of my beefs: What do you mean by "video game RPG-influence"? No offense, I'm curious, honestly. Really? Or can you rather tell about their [i]maturity[/i], which is sometimes correlated to age... but more than often not? As a side-note: I also enjoy slower than suggested XP, because I like - if I have time - long-term campaigns with more stuff, however, this means that one fun aspect of the game - level advancement - suffers. Don't get me wrong, RP, story and so on are what draws me to RPGs, but levelling [i]is[/i] part of the fun, otherwise I won't play D&D, but Storyteller or Shadowrun, where there is no "levelling". However, this clashes with "slower advancement": I get more fun and enjoyment from RP, stories, long-term investment - on the other hand, I get a new level less often, and if I get a fighter level without bonus feat, it is less fun than one with, right? The same with spellcasters: A new spell level gives me (just like feats) a big list of new, previously not accessible goodies. A level with "just more spells" is less "shiny" - a wand can get me the same. And that's my definition of "Dead Level" - no shiny stuff. However, if these "dead levels" get stuffed - even with a flavour ability, like from the article - each level has more "shiny" to it - it is more unique and fun, even if it is not very powerful. And now, you'll see my reasoning: Classes without dead levels actively promote what many story/RP-focused DMs and players like: Slower levelling - because if each level gives "cookies", then you don't want to level that often, because each level is novel and fun. Dead levels, however, propagate your disliked "rapid levelling" attitude: Only some levels (like levels with new feats or new spell level) really "feel" like a good new level, hence you want to get them, and want to level faster. @Thunderfoot: Sorry, that I've picked your post apart, but it got me to that line of thinking, because of your complaint about "rapid levelling", and then I've got the idea of my line of argumentation. [/QUOTE]
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