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General Tabletop Discussion
*TTRPGs General
Should character advancement be linear or logarithmical?
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<blockquote data-quote="Kelleris" data-source="post: 3166823" data-attributes="member: 19130"><p>Actually, I would dispute that advancement in 3.X is linear at all. Even leaving spells to one side, keeping up at increasingly higher levels assumes a certain synergistic approach to feats, skills, and class abilities, where even though you're technically getting a linear advancement of benefits the whole is increasingly well interleaved, forming a greater-than-the-sum sort of thing. Crucially, treasure advancement is also not at all linear - the amount of gold you're assumed to have at each new level increases by leaps and bounds and tends to increase the overall synergistic growth of a character by increasingly covering more and more weaknesses and providing more and more unique abilities as the game goes on - essentially, the treasure advancement means that everyone gets a nonlinear increase in the stuff they're able to weave together as part of the character. More stuff equals more synergy between stuff equals a deceptively linear-looking advancement that doesn't actually play out linearly at all. At least that's been my experience.</p><p></p><p>EDIT: Oh, heh, I didn't actually answer your question. I prefer the logarithmic advancement myself, but modified to suit the game. I prefer a rapid advancement to the levels that define the game you're going after and then a slower advancement after that (often much slower) once characters are established at the game-defining level (which can be anywhere, really). At least I would like that in theory, but my players have strongly resisted the idea so I keep to the default advancement in practice.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 3166823, member: 19130"] Actually, I would dispute that advancement in 3.X is linear at all. Even leaving spells to one side, keeping up at increasingly higher levels assumes a certain synergistic approach to feats, skills, and class abilities, where even though you're technically getting a linear advancement of benefits the whole is increasingly well interleaved, forming a greater-than-the-sum sort of thing. Crucially, treasure advancement is also not at all linear - the amount of gold you're assumed to have at each new level increases by leaps and bounds and tends to increase the overall synergistic growth of a character by increasingly covering more and more weaknesses and providing more and more unique abilities as the game goes on - essentially, the treasure advancement means that everyone gets a nonlinear increase in the stuff they're able to weave together as part of the character. More stuff equals more synergy between stuff equals a deceptively linear-looking advancement that doesn't actually play out linearly at all. At least that's been my experience. EDIT: Oh, heh, I didn't actually answer your question. I prefer the logarithmic advancement myself, but modified to suit the game. I prefer a rapid advancement to the levels that define the game you're going after and then a slower advancement after that (often much slower) once characters are established at the game-defining level (which can be anywhere, really). At least I would like that in theory, but my players have strongly resisted the idea so I keep to the default advancement in practice. [/QUOTE]
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Should character advancement be linear or logarithmical?
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