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Sell me on "Magical Medieval Society" WE
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<blockquote data-quote="Silveras" data-source="post: 1131709" data-attributes="member: 6271"><p><strong>The problem with the old system</strong></p><p></p><p>[pirate]Ahoy, mateys, this be me pirate speech fer the moment. [/pirate]</p><p></p><p>The problem with using the 1st Edition AD&D numbers is that 1st Edition was based on a very different premise, in terms of how adventurer classes fit into society. 1st Edition was based on the ideas: </p><ul> <li data-xf-list-type="ul">Adventurer classes are not common</li> <li data-xf-list-type="ul">All adventurer-capable creatures are significantly better than the core population</li> <li data-xf-list-type="ul">No one who is not an adventurer is going to be able to compete with an adventurer, even a beginner. </li> </ul><p></p><p>3rd Edition D&D reverses those assumptions. Adventurers <strong>are</strong> common. Adventurers <strong>are not</strong> significantly better than everyone else. An uncommon commoner (5th+ level) <strong>can</strong> outfight a low-level adventurer (1st level). </p><p></p><p>In a world in which Commoners have levels, the presumptions of the old 1st Edition system just don't apply any more. </p><p></p><p>That being said, the DMG <strong>does</strong> have a 'credibility gap' in my view; as Joe mentioned, the way the DMG system works, there is a huge vacuum between the highest and second highest level people in each class, especially in big cities. </p><p></p><p>The DMG essentially says, there are twice as many supporting characters of half the level you are talking about; repeat until you reach 1st level. That means, if you generate a 20th level Rogue, say, he is supported by 2 10th, 4 5th, 8 3rd, 16 2nd, and 32 1st level Rogues. 0 of them are levels 11-19. If you roll less well for a 2nd or 3rd high-level character, you may get a 17th and 15th, which will help fill in a couple of 9th level and a couple of 7th level, but from then on, you are just adding to the masses at 1st-4th. </p><p></p><p>I much prefer MMS:WE's handling, which produces a smoother curve, and even MORE low-level types with which to work. </p><p></p><p>On a related note, I have seen several products add new Base classes to the system, but I have not noticed any of them addressing the question of how these characters fit into cities. No one mentions what die to use in determining the maximum level character of that class in a city. No one addresses the question of "Are come settlements too small, or too large, for this character type ?" While I am at it, publishers and designers have been quick to jump on the Prestige Classes, but no one (not even the DMG) addresses the question of how they fit into the settlements. </p><p></p><p>[pirate]There now, mateys, lessee how ye like that. If'n ye don't agree, I'm sure we can find a new home fer ye, at th' end o' a oak plank.[/pirate]</p></blockquote><p></p>
[QUOTE="Silveras, post: 1131709, member: 6271"] [b]The problem with the old system[/b] [pirate]Ahoy, mateys, this be me pirate speech fer the moment. [/pirate] The problem with using the 1st Edition AD&D numbers is that 1st Edition was based on a very different premise, in terms of how adventurer classes fit into society. 1st Edition was based on the ideas: [list] [*]Adventurer classes are not common [*]All adventurer-capable creatures are significantly better than the core population [*]No one who is not an adventurer is going to be able to compete with an adventurer, even a beginner. [/list] 3rd Edition D&D reverses those assumptions. Adventurers [B]are[/B] common. Adventurers [B]are not[/B] significantly better than everyone else. An uncommon commoner (5th+ level) [B]can[/B] outfight a low-level adventurer (1st level). In a world in which Commoners have levels, the presumptions of the old 1st Edition system just don't apply any more. That being said, the DMG [B]does[/B] have a 'credibility gap' in my view; as Joe mentioned, the way the DMG system works, there is a huge vacuum between the highest and second highest level people in each class, especially in big cities. The DMG essentially says, there are twice as many supporting characters of half the level you are talking about; repeat until you reach 1st level. That means, if you generate a 20th level Rogue, say, he is supported by 2 10th, 4 5th, 8 3rd, 16 2nd, and 32 1st level Rogues. 0 of them are levels 11-19. If you roll less well for a 2nd or 3rd high-level character, you may get a 17th and 15th, which will help fill in a couple of 9th level and a couple of 7th level, but from then on, you are just adding to the masses at 1st-4th. I much prefer MMS:WE's handling, which produces a smoother curve, and even MORE low-level types with which to work. On a related note, I have seen several products add new Base classes to the system, but I have not noticed any of them addressing the question of how these characters fit into cities. No one mentions what die to use in determining the maximum level character of that class in a city. No one addresses the question of "Are come settlements too small, or too large, for this character type ?" While I am at it, publishers and designers have been quick to jump on the Prestige Classes, but no one (not even the DMG) addresses the question of how they fit into the settlements. [pirate]There now, mateys, lessee how ye like that. If'n ye don't agree, I'm sure we can find a new home fer ye, at th' end o' a oak plank.[/pirate] [/QUOTE]
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