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General Tabletop Discussion
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Party optimisation vs Character optimisation
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<blockquote data-quote="Zardnaar" data-source="post: 6561521" data-attributes="member: 6716779"><p>You push that agenda a bit to much though. Most people did not play higher levels in OSR D&D so those problems did not exist as such. Its not like D&D was actually designed for high level play anyway looking at my OD&D set and even in 1E with several classes lacking class features above level 14. 2E more or less added the concept of level 1-2 in a core book (BECMI went to 36 needed splats to do that) and 3E made it so you could actually get there via rapid levelling relative to OSR D&D.</p><p></p><p> Surveys in 1999 revealed most of the player base did not play high level games, most adventures were designed for lower level play and as late as Dungeon magazine July/August 2000 they revealed they had very few high level adventurers submitted. The got to get to level 20 mentality did not really turn up until 3E. </p><p></p><p> 4E had some very real problems starting at level 1. Hit point bloat, healing surges, DS mechanics, powers, rail roaded roles etc. You may as well cater to what most of your player base expects and wants from D&D. I would rather have a D&D game that functions ok at level 1-10 or so than a game that attempts to fix that and screws the game up. My ideal game would have BECMI xp tables, 3E d20 mechanics, some feats, and a hybrid of 2E and 3E classes with BECMI or 1E level of spells. No wand of CLW, no healing surges, no hit dice based healing and tone the critters done as we do not really need hobgoblins and bugbears hitting has hard as they do the only reason they do is because of the silly power levels of 5E PCs hit point recovery.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6561521, member: 6716779"] You push that agenda a bit to much though. Most people did not play higher levels in OSR D&D so those problems did not exist as such. Its not like D&D was actually designed for high level play anyway looking at my OD&D set and even in 1E with several classes lacking class features above level 14. 2E more or less added the concept of level 1-2 in a core book (BECMI went to 36 needed splats to do that) and 3E made it so you could actually get there via rapid levelling relative to OSR D&D. Surveys in 1999 revealed most of the player base did not play high level games, most adventures were designed for lower level play and as late as Dungeon magazine July/August 2000 they revealed they had very few high level adventurers submitted. The got to get to level 20 mentality did not really turn up until 3E. 4E had some very real problems starting at level 1. Hit point bloat, healing surges, DS mechanics, powers, rail roaded roles etc. You may as well cater to what most of your player base expects and wants from D&D. I would rather have a D&D game that functions ok at level 1-10 or so than a game that attempts to fix that and screws the game up. My ideal game would have BECMI xp tables, 3E d20 mechanics, some feats, and a hybrid of 2E and 3E classes with BECMI or 1E level of spells. No wand of CLW, no healing surges, no hit dice based healing and tone the critters done as we do not really need hobgoblins and bugbears hitting has hard as they do the only reason they do is because of the silly power levels of 5E PCs hit point recovery. [/QUOTE]
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