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Should D&D go away from ASIs?
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<blockquote data-quote="Lanefan" data-source="post: 7263952" data-attributes="member: 29398"><p>I can see the idea here, but two things cause me concern.</p><p></p><p>One is that if there becomes too much difference between each level we're right back to the problems of 3e where characters of different levels had trouble running in the same party, where 5e currently does a nice job of allowing for a varied-level party. I do individual xp and over time as characters come and go the levels slowly drift apart, which I don't mind at all.</p><p></p><p>The other, for my game anyway, is that I still have level loss as a thing...this would make it even more of a menace than it is now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ah, now I see.</p><p></p><p>As DM, though, you could always double or triple the amount of xp needed for each level to slow things down if you like... </p><p></p><p>I come at it from pretty much the opposite viewpoint, in that my ideal goal when starting any campaign is that it will last until a) nobody wants to play in it any more or b) I die.</p><p></p><p>World design is a lot of work, and I do it pretty much from scratch for each new campaign; I prefer to only have to do it once*. Along with this comes a complete review and partial rewrite of the whole game system, based on what worked or didn't in the campaign just ended - again, a big pile of work.</p><p></p><p>* - so far it's been about once per decade.</p><p></p><p>I don't see a single adventure path as being an entire campaign by any means, though one can build several different APs into a long campaign and find ways to interweave them...though if it's a published AP one has to do a lot of work to flatten out the expected level curve.</p><p></p><p>One can (and IMO preferably would) have several PC parties in the world where you jump now and then from playing one group to another, and where these parties can meet, interact, switch characters, influence each other's adventures, and so forth. (though a word of caution: the DM has to be very careful about timelines) Players might also come and go...of the four players who started my current campaign only one remains, I'm down to three total right now but have had as many as seven (in two groups on different nights) going at once; and so far thirteen different players have been involved at one time or another in this game.</p><p></p><p>And they've gone through a staggering number of characters, much of which came early on when youth and enthusiasm (two players) and old age and alcohol (the other two) threw caution and wisdom to the winds on a weekly basis...and some would say little has changed in the 9 years since...and that's what makes it fun! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Or just make it open-ended, but each new level after a certain point (18? 20?) takes a great deal longer to achieve than the one before...a steeper j-curve on the required xp, in other words.</p><p></p><p>Yeah, that's certainly an option too; though I find multi-class characters tend to want to become single-character parties as they have less need of the others in the party to provide abilities they don't have. If everyone's single-class then they need a party around them, and the whole can become greater than the sum of the parts.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7263952, member: 29398"] I can see the idea here, but two things cause me concern. One is that if there becomes too much difference between each level we're right back to the problems of 3e where characters of different levels had trouble running in the same party, where 5e currently does a nice job of allowing for a varied-level party. I do individual xp and over time as characters come and go the levels slowly drift apart, which I don't mind at all. The other, for my game anyway, is that I still have level loss as a thing...this would make it even more of a menace than it is now. :) Ah, now I see. As DM, though, you could always double or triple the amount of xp needed for each level to slow things down if you like... I come at it from pretty much the opposite viewpoint, in that my ideal goal when starting any campaign is that it will last until a) nobody wants to play in it any more or b) I die. World design is a lot of work, and I do it pretty much from scratch for each new campaign; I prefer to only have to do it once*. Along with this comes a complete review and partial rewrite of the whole game system, based on what worked or didn't in the campaign just ended - again, a big pile of work. * - so far it's been about once per decade. I don't see a single adventure path as being an entire campaign by any means, though one can build several different APs into a long campaign and find ways to interweave them...though if it's a published AP one has to do a lot of work to flatten out the expected level curve. One can (and IMO preferably would) have several PC parties in the world where you jump now and then from playing one group to another, and where these parties can meet, interact, switch characters, influence each other's adventures, and so forth. (though a word of caution: the DM has to be very careful about timelines) Players might also come and go...of the four players who started my current campaign only one remains, I'm down to three total right now but have had as many as seven (in two groups on different nights) going at once; and so far thirteen different players have been involved at one time or another in this game. And they've gone through a staggering number of characters, much of which came early on when youth and enthusiasm (two players) and old age and alcohol (the other two) threw caution and wisdom to the winds on a weekly basis...and some would say little has changed in the 9 years since...and that's what makes it fun! :) Or just make it open-ended, but each new level after a certain point (18? 20?) takes a great deal longer to achieve than the one before...a steeper j-curve on the required xp, in other words. Yeah, that's certainly an option too; though I find multi-class characters tend to want to become single-character parties as they have less need of the others in the party to provide abilities they don't have. If everyone's single-class then they need a party around them, and the whole can become greater than the sum of the parts. Lanefan [/QUOTE]
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