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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rules that are kinda cool but everyone forgot
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="Mannahnin" data-source="post: 9873527" data-attributes="member: 7026594"><p>Yeah, part of the problem with level limits is that in practice most games never get to them or go much above them.</p><p></p><p>While Gary rationalized level limits as necessary for game balance and to justify humans being the predominant species, even he increased them over time, apparently because he learned through experience that they weren't fun.</p><p></p><p>In the 1974 original rules the Dwarf can only reach 6th level as a Fighter. A year later in Greyhawk Gary changed the rules to allow Dwarves to get to 7th level if they had a 17 Strength, to 8th with an 18. And added the Thief option with unlimited advancement, as well as the ability to multi-class. Similarly, in 1978 AD&D 1E the level limits were increased again (for example, all Dwarves could now reach 9th level Fighter), and then when Unearthed Arcana came out in '85 it increased level limits yet AGAIN; at least for the new sub-races.</p><p></p><p>And the 2E designers raised them even further. They actually put the limits in the DMG instead of the PH (though they mention in the PH that limits exist, and repeat Gary's rationalization), but in addition to raising them (Dwarf Fighters can now reach 15th!), they warn the DM that such limits can be un-fun, and contextualize them with additional optional rules for exceeding those limits with high ability scores, or advancing further, just more slowly, costing more XP, rather than the limits being hard limits.</p><p></p><p>This is symptomatic of what most DMs can tell you- that if you actually run a game long enough to reach those level limits, they create an unenjoyable experience for the players impacted by them. They are attached to those characters and want to see them continue to advance! And so Gary, like the 2E designers after him, kept raising the limits! Of course, if you keep making exceptions and raising the limits, the idea that those limits are necessary becomes obviously spurious.</p><p></p><p>In reality, of course, giving demihumans lots of free abilities which cost no XP starting at 1st level, in return for imposing a limit to advancement someday in the future (which the game may never reach, even if the DM ever DID actually stick by that), is not balance. It's just imbalance in two different directions at different times. In the early game the demihuman is just better. And at high levels once the human gets a chance to leave them behind in level, the human is just better. At almost no time are they actually equal.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9873527, member: 7026594"] Yeah, part of the problem with level limits is that in practice most games never get to them or go much above them. While Gary rationalized level limits as necessary for game balance and to justify humans being the predominant species, even he increased them over time, apparently because he learned through experience that they weren't fun. In the 1974 original rules the Dwarf can only reach 6th level as a Fighter. A year later in Greyhawk Gary changed the rules to allow Dwarves to get to 7th level if they had a 17 Strength, to 8th with an 18. And added the Thief option with unlimited advancement, as well as the ability to multi-class. Similarly, in 1978 AD&D 1E the level limits were increased again (for example, all Dwarves could now reach 9th level Fighter), and then when Unearthed Arcana came out in '85 it increased level limits yet AGAIN; at least for the new sub-races. And the 2E designers raised them even further. They actually put the limits in the DMG instead of the PH (though they mention in the PH that limits exist, and repeat Gary's rationalization), but in addition to raising them (Dwarf Fighters can now reach 15th!), they warn the DM that such limits can be un-fun, and contextualize them with additional optional rules for exceeding those limits with high ability scores, or advancing further, just more slowly, costing more XP, rather than the limits being hard limits. This is symptomatic of what most DMs can tell you- that if you actually run a game long enough to reach those level limits, they create an unenjoyable experience for the players impacted by them. They are attached to those characters and want to see them continue to advance! And so Gary, like the 2E designers after him, kept raising the limits! Of course, if you keep making exceptions and raising the limits, the idea that those limits are necessary becomes obviously spurious. In reality, of course, giving demihumans lots of free abilities which cost no XP starting at 1st level, in return for imposing a limit to advancement someday in the future (which the game may never reach, even if the DM ever DID actually stick by that), is not balance. It's just imbalance in two different directions at different times. In the early game the demihuman is just better. And at high levels once the human gets a chance to leave them behind in level, the human is just better. At almost no time are they actually equal. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rules that are kinda cool but everyone forgot
Top