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<blockquote data-quote="pemerton" data-source="post: 6823684" data-attributes="member: 42582"><p>I think that ThirdWizards's "pacing" model of levelling is particularly true of 4e (at least as that system is presented in its core rulebooks).</p><p></p><p>Central to 4e's mechanical design is that system's version of "bounded accuracy": bonuses and DCs scale with level, so that the typical odds of success remain more-or-less constant at all levels (though variation across PC builds grows with the increasing complexity of build that is commensurate with level gains).</p><p></p><p>In this design framework, levelling isn't a <em>reward</em>: it's a device for increasing mechanical complexity and (assuming default powers and default monsters are being used) for changing the fiction. Instead of PCs who fight goblins using simple martial techniques and modest magic, PCs fight demon lords using martial techniques on a par with gods of battle, and using magic that permits flying, domination, raising bodies of earth from the ground, etc.</p><p></p><p>I don't have a good sense of how much 5e lends itself to this sort of approach. It seems to have more room than 4e does for bonuses gained by levelling (and finding items, etc) to actual change the odds than does 4e, which probably increases the scope to experience levelling up as a type of reward (though the "reward" can backfire if in fact success in action resolution becomes so easy as to be boring - in combat this is shifted from hitting to hit point attrition, but I don't have a good feel for how it works in non-combat).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6823684, member: 42582"] I think that ThirdWizards's "pacing" model of levelling is particularly true of 4e (at least as that system is presented in its core rulebooks). Central to 4e's mechanical design is that system's version of "bounded accuracy": bonuses and DCs scale with level, so that the typical odds of success remain more-or-less constant at all levels (though variation across PC builds grows with the increasing complexity of build that is commensurate with level gains). In this design framework, levelling isn't a [I]reward[/i]: it's a device for increasing mechanical complexity and (assuming default powers and default monsters are being used) for changing the fiction. Instead of PCs who fight goblins using simple martial techniques and modest magic, PCs fight demon lords using martial techniques on a par with gods of battle, and using magic that permits flying, domination, raising bodies of earth from the ground, etc. I don't have a good sense of how much 5e lends itself to this sort of approach. It seems to have more room than 4e does for bonuses gained by levelling (and finding items, etc) to actual change the odds than does 4e, which probably increases the scope to experience levelling up as a type of reward (though the "reward" can backfire if in fact success in action resolution becomes so easy as to be boring - in combat this is shifted from hitting to hit point attrition, but I don't have a good feel for how it works in non-combat). [/QUOTE]
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