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General Tabletop Discussion
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Revised (Slightly) Character Advancement Table
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<blockquote data-quote="clearstream" data-source="post: 7530650" data-attributes="member: 71699"><p>Your table appears to move people a whisker slower through tier one, a bit faster through tier two, and then slower through three and four. The virtue of doing that hinges on what kind of game you want to run, but there are some background concerns oriented to the rules themselves.</p><p></p><p>As written, the XP table moves characters briskly through tier 1. The game design appears to treat tier 1 as a trainer or introduction to D&D. Key class features are drip fed to characters through the four levels, finally hitting the ASI for some customisation at four, and then 5th will often double down on some central idea, such as an Extra Attack.</p><p></p><p>It then slows the pace through tier 2. The game design appears most robust through these levels. It feels to me like massively more playtesting has been done on these class features, spells etc than for later tiers. Play is contained within a hugely wide, but largely well understood and controlled space. All through this tier, characters gain distinctive features - pillars of the D&D game feel - like the <em>fireball</em> spell.</p><p></p><p>The pace then speeds up again in 3 and 4. I'm running mid-tier 3 now and the play is palpably wilder-and-woollier! We're using a few even higher tier spells like Plane Shift (via an NPC) and those are pronouncedly hand-waved. Play starts to enter a vast space, where it's hard to say exactly whats on the table. It's notable that published adventuring material caps out mid-tier 3. For me, the rules show strain in late-tier 3: they feel less robust than they do for tier 2.</p><p></p><p>Were I running a game with a strict time-frame, with experienced players, I'd possibly generate characters at 3rd or 4th level, and run it to 13th or 14th level. Possibly in that situation, one of the other advancement options could make more sense? We're going to have 18 sessions so we want to advance a level every other session, on average. Have you considered something like that?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7530650, member: 71699"] Your table appears to move people a whisker slower through tier one, a bit faster through tier two, and then slower through three and four. The virtue of doing that hinges on what kind of game you want to run, but there are some background concerns oriented to the rules themselves. As written, the XP table moves characters briskly through tier 1. The game design appears to treat tier 1 as a trainer or introduction to D&D. Key class features are drip fed to characters through the four levels, finally hitting the ASI for some customisation at four, and then 5th will often double down on some central idea, such as an Extra Attack. It then slows the pace through tier 2. The game design appears most robust through these levels. It feels to me like massively more playtesting has been done on these class features, spells etc than for later tiers. Play is contained within a hugely wide, but largely well understood and controlled space. All through this tier, characters gain distinctive features - pillars of the D&D game feel - like the [I]fireball[/I] spell. The pace then speeds up again in 3 and 4. I'm running mid-tier 3 now and the play is palpably wilder-and-woollier! We're using a few even higher tier spells like Plane Shift (via an NPC) and those are pronouncedly hand-waved. Play starts to enter a vast space, where it's hard to say exactly whats on the table. It's notable that published adventuring material caps out mid-tier 3. For me, the rules show strain in late-tier 3: they feel less robust than they do for tier 2. Were I running a game with a strict time-frame, with experienced players, I'd possibly generate characters at 3rd or 4th level, and run it to 13th or 14th level. Possibly in that situation, one of the other advancement options could make more sense? We're going to have 18 sessions so we want to advance a level every other session, on average. Have you considered something like that? [/QUOTE]
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