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Relative Difficulties of Advancing in 5e
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<blockquote data-quote="Asisreo" data-source="post: 8213375" data-attributes="member: 7019027"><p>Its a problem for me. If your players are completely content on playing games where leveling is slow, then that's how they should play. However, in terms of adventures meant for the public, relying on milestones that come out at a slow pace can be quite a problem. </p><p>You're talking about how long it takes in real time. Gotcha. But my players don't often have the ability to take things slowly because of their other obligations. Its not that the rush the story but engaging in things that were – in both story, roleplay, and mechanic-wise – a waste of time can be annoying when the players realize that they very well might not even see the climax due to a campaign that peters out due to real-life time constraints. </p><p></p><p>We don't know where we'll be in 3 years, so planning a campaign to take that long is basically never planning on them to see their characters to their conclusions. That's why a quicker leveling, and a quicker yet saturated adventure, structure is more appealing to me than one where being unnecessarily slow comes with the threat of a incomplete story. </p><p>I have. Both the older ones (I've played shadow dragon but haven't beaten it but I have beaten Blinding Blade and Three Houses amongst some in-between). </p><p></p><p>The difference is that FE's stats increases are much more frequent and stats are insanely important in that game because the difference between 14 and 15 speed may be the difference between 11 damage and 22 damage. </p><p></p><p>Also, they have skill level ups which are even more rewarding and more frequent as they can start to add +20 bonuses to hits, avoidance, and even crits while also increasing damage by +6 on player phase. </p><p></p><p>These don't even mention the benefits that this has on classing and how much more powerful a swordmaster/assassin is to a myridon/thief.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8213375, member: 7019027"] Its a problem for me. If your players are completely content on playing games where leveling is slow, then that's how they should play. However, in terms of adventures meant for the public, relying on milestones that come out at a slow pace can be quite a problem. You're talking about how long it takes in real time. Gotcha. But my players don't often have the ability to take things slowly because of their other obligations. Its not that the rush the story but engaging in things that were – in both story, roleplay, and mechanic-wise – a waste of time can be annoying when the players realize that they very well might not even see the climax due to a campaign that peters out due to real-life time constraints. We don't know where we'll be in 3 years, so planning a campaign to take that long is basically never planning on them to see their characters to their conclusions. That's why a quicker leveling, and a quicker yet saturated adventure, structure is more appealing to me than one where being unnecessarily slow comes with the threat of a incomplete story. I have. Both the older ones (I've played shadow dragon but haven't beaten it but I have beaten Blinding Blade and Three Houses amongst some in-between). The difference is that FE's stats increases are much more frequent and stats are insanely important in that game because the difference between 14 and 15 speed may be the difference between 11 damage and 22 damage. Also, they have skill level ups which are even more rewarding and more frequent as they can start to add +20 bonuses to hits, avoidance, and even crits while also increasing damage by +6 on player phase. These don't even mention the benefits that this has on classing and how much more powerful a swordmaster/assassin is to a myridon/thief. [/QUOTE]
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