New Design Paradigms - What are they and are they good or bad?

Roman

First Post
I think (at least) two new design paradigms are in the process of emerging (or have already emerged) for D&D.

1) Classes should gain a special ability at every level: There should be no dead levels for classes. This is in order to both make each level interesting and something to look forward to and probably to make base classes more attractive vis-a-vis prestige classes.

2) Balancing classes on a per encounter basis: There appears to be an attempt to balance new classes on a per encounter basis. Evidence for this can be seen, for example, in the factotum class as well as the new skill tricks.

3) Monsters will be designed in such a way as to eliminate the dissonance between their respective Challenge Ratings and their Hit Dice. If combined with per encounter balancing of monsters... and it will likely be thus combined... this will also eliminate the discrepancy between the usefulness of abilities to monsters and PCs and thus unify Challenge Ratings, Hit Dice, Level Adjustments and Effective Character Levels into one number: Hit Dice

Any other new design paradigms you can think of that are making their way into D&D design?

As to my thoughts on these new paradigms:

1) I like the first of the new paradigms a lot. Dead levels are boring, so it is a great idea to grant all classes some abilities at every level. Big yay and full support from me for interesting class abilities at every level! :)

2) Unfortunately, though, I don't like per encounter balancing of classes (and I realize I will probably be in a minority here :( ). I much prefer a system where balancing is done in such a way that characters do not have infinite or near-infinite staying power and that each encounter leaves them weaker for the encounters to come. This also enables designers to make tradeoffs between sustainable power of a class and peak performance, which for me makes things more interesting. Alas, they probably would not be making this move if it did not appeal to a lot of people, so I expect to be clobbered on this one.

3) I have mixed feelings on the unification of Challenge Ratings, Hit Dice, Level Adjustments and Effective Character Levels into one number: Hit Dice. On the one hand having hit dice deal with everything four numbers used to cover previously seems like a good idea, as it appears to be more streamlining than the elimination of any important mechanisms. Conversely, however, I feel this may restrict monster design choice/freedom by bundling abilities into hit dice. Personally, I would give this change a tentative heads up, as I suspect that monster design freedom/choice might not be too adversely affected and if done right, it might also simplify the creation of new monsters by DMs. I guess it depends on implementation, but it does sound promising. I should also add, that per encounter balancing, although it will surely be used, is not actually necessary to achieve this - it is merely necessary to design monsters in such a way that their abilities equivalent to PC abilities of the same hit dice are not useable more frequently than those of the PCs unless there is some equivalent tradeoff.


Edited to add: I should also mention that it is my feeling these changes will make it into the eventual fourth edition of D&D. I am one of those people who would not mind to see a new edition if it were closer to my tastes, but I have an unpleasant foreboding that it might well depart further from my tastes than the current edition.
 
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The only issue with the dead level thing is it seems that gaining spells and access to high level spells is somehow not good enough to not be a dead level. And I don't understand why.
 

Heh. My design paradigm is -

1: If any rule gets abandoned when everyone involved is drunk, it needs streamlined. This is called the Fosters Test.

2: It should be possible to fit anything you can imagine into the game. If it's not, you're doing something wrong.

3: If we're not having fun, something's gotta be changed.

And that's it.
 

Crothian said:
The only issue with the dead level thing is it seems that gaining spells and access to high level spells is somehow not good enough to not be a dead level. And I don't understand why.

I think gaining new spell levels definitely qualifies as an ability that is sufficient to prevent the level from being a dead level. I guess it is a matter of perspective. Some might even consider a BAB (or saving throw, or hit dice, or whatever) increase to obviate the need for further abilities to offset the dead level. It is definitely arguable what exactly is a dead level.
 

Roman said:
I think gaining new spell levels definitely qualifies as an ability that is sufficient to prevent the level from being a dead level. I guess it is a matter of perspective. Some might even consider a BAB (or saving throw, or hit dice, or whatever) increase to obviate the need for further abilities to offset the dead level. It is definitely arguable what exactly is a dead level.

Well, according to the article on Wizards that started this whole Dead Level thing, gaining spells and access to new spell levels does was not enough to make those levels not a dead level. Thus the Sorcerer had 19 dead levels.
 

Crothian said:
Well, according to the article on Wizards that started this whole Dead Level thing, gaining spells and access to new spell levels does was not enough to make those levels not a dead level. Thus the Sorcerer had 19 dead levels.

:confused:

That seems rather excessive to me, though I guess I can see the logic behind it: Spellcasting is part of progression just like BAB...
 

Crothian said:
The only issue with the dead level thing is it seems that gaining spells and access to high level spells is somehow not good enough to not be a dead level. And I don't understand why.

The reason comes from prestige classes.

When the *only* thing high levels give you is an increase in spellcasting, then prestige classes that give +1 level of spellcasting are a no-brainer to take.

If, however, you're gaining something else, then whether the prestige class should be taken becomes a decision to make.

Cheers!
 

MerricB said:
The reason comes from prestige classes.

When the *only* thing high levels give you is an increase in spellcasting, then prestige classes that give +1 level of spellcasting are a no-brainer to take.

If, however, you're gaining something else, then whether the prestige class should be taken becomes a decision to make.

This is a good point, but I am not sure whether this should mean that wizards should be considered to have 19 dead levels or that prestige classes should not have a full spellcasting progression.
 


Roman said:
This is a good point, but I am not sure whether this should mean that wizards should be considered to have 19 dead levels or that prestige classes should not have a full spellcasting progression.

Wizards have 4 bonus Feats. Sorcerers and Clerics are the ones with 19 dead levels.

-- N

PS: Yeah, dead levels suck. Core classes AND PrCs should both have a lack of dead levels. PrCs should be internally balanced -- the "suck now and win later" factor should be reduced, if it's not possible to eliminate it entirely. This means they should generally NOT provide full spellcasting. IMHO, the Mystic Theurge should require 2nd level spells in one class and 1st level spells in the other class, and then NOT fully advance both -- you should end up with the same 13 wiz / 13 clr casting at character level 16, but not have to suffer wiz 3 / clr 3 at character level 6. Thus, some PrCs (like Arcane Trickster and Mystic Theurge) should be longer than 10 levels.
 

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