Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
New L&L for 22/1/13 D&D Next goals, part 3
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="howandwhy99" data-source="post: 6077810" data-attributes="member: 3192"><p>[MENTION=6674889]Gorgoroth[/MENTION], exponential XP requirements and disparity amongst class XP totals are ideas I've been expressing for a few years now. I don't find it necessary to hate 4e as it wasn't designed with such game play in mind. If you want to dig into where those ideas originated for D&D take a look at the original Dungeon! boardgame. They have variable class XP ratings for characters by class and yet balanced play for all players because of the variable dungeons levels on the board. EDIT~ balanced between players starting characters as it's a competitive game.</p><p></p><p>Also, my thinking is Druids don't really put prices on heads - but maybe they do in their own way. I don't think animal intelligences operate on a trade principle, but there are other ways to convince them to aid you, especially if you're a druid and that does seem like trading action for something like affection.</p><p></p><p>Lastly, you're coming off over the top in your post. I think early D&D tried to make character death a real possibility any player needed to actively heed or die and roll up a new one. However, the odds on how often that could happen if you were being cautious sort of match up with the Resurrection chances. Yes, you could roll a low CON score and, yes, you could lose a character to multiple character deaths, but overall most characters could make it to at least middle level with a modicum of intelligence. Making it to high level meant either upping one's game, showing how good a gamer they already were, or just boringly repeating grind battles long enough versus significantly weaker and XP poor opponents. Logarithmic XP and aging penalties also worked against this small ball stuff, but it was a strategy within the rules. In the end, it's the journey that's tells the story of player's proficiency though, not how often their characters overcame brutality.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6077810, member: 3192"] [MENTION=6674889]Gorgoroth[/MENTION], exponential XP requirements and disparity amongst class XP totals are ideas I've been expressing for a few years now. I don't find it necessary to hate 4e as it wasn't designed with such game play in mind. If you want to dig into where those ideas originated for D&D take a look at the original Dungeon! boardgame. They have variable class XP ratings for characters by class and yet balanced play for all players because of the variable dungeons levels on the board. EDIT~ balanced between players starting characters as it's a competitive game. Also, my thinking is Druids don't really put prices on heads - but maybe they do in their own way. I don't think animal intelligences operate on a trade principle, but there are other ways to convince them to aid you, especially if you're a druid and that does seem like trading action for something like affection. Lastly, you're coming off over the top in your post. I think early D&D tried to make character death a real possibility any player needed to actively heed or die and roll up a new one. However, the odds on how often that could happen if you were being cautious sort of match up with the Resurrection chances. Yes, you could roll a low CON score and, yes, you could lose a character to multiple character deaths, but overall most characters could make it to at least middle level with a modicum of intelligence. Making it to high level meant either upping one's game, showing how good a gamer they already were, or just boringly repeating grind battles long enough versus significantly weaker and XP poor opponents. Logarithmic XP and aging penalties also worked against this small ball stuff, but it was a strategy within the rules. In the end, it's the journey that's tells the story of player's proficiency though, not how often their characters overcame brutality. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New L&L for 22/1/13 D&D Next goals, part 3
Top