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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7037316" data-attributes="member: 82106"><p>I think to be perfectly honest EGG understood and based on what [MENTION=42582]pemerton[/MENTION] has dug out of DMG and PHB he had SOME SORT of process he went through, but he surely didn't explain it in any coherent way that could be closely reproduced. No doubt we all 'figured it out', so it wasn't really some crippling issue. It was just par for the course with 1e, you pretty much had to write the rules yourself based on tradition and the various obscure passages in the books. lol. I ran 1e and 2e for 15 or more years, so I don't even feel like its a burden at this point, but after running 4e I don't want to go back.</p><p></p><p></p><p>Well, I'm just reading what it says in the books. Every time you go up a level you must train for a number of weeks equal to the new level x a DM determined 'RP factor' from 1 to 4. You must hire an expert of at least the new level to train you, and that expert will charge 1,500gp per week. That means the minimum price for reaching level 6 is 9,000gp, and if you have an 'RP factor' that isn't 1.0 (Perfect RP, player always acts in character and never meta-games in any avoidable way, players to his class-specific goals at all times, etc) then its somewhere north of that. So your hypothetical A-2 character gets 40k g.p. (which honestly seems a little high, but I'm not about to go unpack A2 and read it to see what's in it) then at least 10k of that is going to training. That would definitely leave a huge haul. All I can say is no AD&D 1e character of mine ever accumulated anything like that kind of wealth at that level. I even remember playing through that series of modules. We ended up around 8th level after A4 I think, but you also lose ALL of your possessions in that module, and definitely don't end up with even a copper piece (though you might have stashed some money or be able to go back and acquire some by revisiting some of the earlier locations). </p><p></p><p></p><p>Well, that's what I'm saying. The game isn't providing anything for you. We can all have fun with whatever, why does the game provide rules for magic? I mean I could just equally say it should be free-form and that would be better.</p><p></p><p></p><p></p><p>Yeah, I don't know. My experience in 1e/2e was that much past 9th level you better be a spell caster if you wanted to really make any impact. Our parties were pretty much all-caster and defended by a series of items and enchantments that were designed to minimize any chance of these kinds of things happening. </p><p></p><p>If we were fighting something with magic resistance for instance then we did so by 'indirect attack' (collapse the room with Rock to Mud for example) which isn't bothered by MR (nor does it allow for saves, generally). We would also play in a 'total war' mode. OK, there's a dungeon containing a lich. We're not friggin going in after that bastard! Are you crazy? 6 months of passwalls, excavation, dig spells, etc and Mr Lich's hideaway is no longer so hidey! (I mean I'm just making up an example, but this was the sort of things we did). Obviously sometimes you just gotta dive in, but carefully, systematic, and very Clausewitzian approaches to dealing with our problems were the norm. We always had backup plans, contingencies, drills for different scenarios, etc. Once we went into a place it was like a NASA Moon Shot, every phase was mapped out, planned, spell load-outs were built around it, scrolls were penned, exact tactics executed, and if things weren't right, screw it we'd just pull out and make another plan. </p><p></p><p>In that environment casting was so premium that the most we would ever do was maybe have a couple guys that were MC fighters, maybe a bard, something like that. You better have access to 5th level spells, or you were probably not pulling your weight. </p><p></p><p>I'm not saying our group was typical! Of course the main DM that I played with amped up the opposition to preposterous levels in the end. One of our operations was penetrating a CITY filled with 1000's of beholders. The nasty MM kind. We never did really root out that place, it was just impossible. Still, we made multiple forays and figured out ways to defeat waves of beholders at a time, which was no small feat (it was expensive too as I recall, the bastards were always disintegrating expensive equipment!).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7037316, member: 82106"] I think to be perfectly honest EGG understood and based on what [MENTION=42582]pemerton[/MENTION] has dug out of DMG and PHB he had SOME SORT of process he went through, but he surely didn't explain it in any coherent way that could be closely reproduced. No doubt we all 'figured it out', so it wasn't really some crippling issue. It was just par for the course with 1e, you pretty much had to write the rules yourself based on tradition and the various obscure passages in the books. lol. I ran 1e and 2e for 15 or more years, so I don't even feel like its a burden at this point, but after running 4e I don't want to go back. Well, I'm just reading what it says in the books. Every time you go up a level you must train for a number of weeks equal to the new level x a DM determined 'RP factor' from 1 to 4. You must hire an expert of at least the new level to train you, and that expert will charge 1,500gp per week. That means the minimum price for reaching level 6 is 9,000gp, and if you have an 'RP factor' that isn't 1.0 (Perfect RP, player always acts in character and never meta-games in any avoidable way, players to his class-specific goals at all times, etc) then its somewhere north of that. So your hypothetical A-2 character gets 40k g.p. (which honestly seems a little high, but I'm not about to go unpack A2 and read it to see what's in it) then at least 10k of that is going to training. That would definitely leave a huge haul. All I can say is no AD&D 1e character of mine ever accumulated anything like that kind of wealth at that level. I even remember playing through that series of modules. We ended up around 8th level after A4 I think, but you also lose ALL of your possessions in that module, and definitely don't end up with even a copper piece (though you might have stashed some money or be able to go back and acquire some by revisiting some of the earlier locations). Well, that's what I'm saying. The game isn't providing anything for you. We can all have fun with whatever, why does the game provide rules for magic? I mean I could just equally say it should be free-form and that would be better. Yeah, I don't know. My experience in 1e/2e was that much past 9th level you better be a spell caster if you wanted to really make any impact. Our parties were pretty much all-caster and defended by a series of items and enchantments that were designed to minimize any chance of these kinds of things happening. If we were fighting something with magic resistance for instance then we did so by 'indirect attack' (collapse the room with Rock to Mud for example) which isn't bothered by MR (nor does it allow for saves, generally). We would also play in a 'total war' mode. OK, there's a dungeon containing a lich. We're not friggin going in after that bastard! Are you crazy? 6 months of passwalls, excavation, dig spells, etc and Mr Lich's hideaway is no longer so hidey! (I mean I'm just making up an example, but this was the sort of things we did). Obviously sometimes you just gotta dive in, but carefully, systematic, and very Clausewitzian approaches to dealing with our problems were the norm. We always had backup plans, contingencies, drills for different scenarios, etc. Once we went into a place it was like a NASA Moon Shot, every phase was mapped out, planned, spell load-outs were built around it, scrolls were penned, exact tactics executed, and if things weren't right, screw it we'd just pull out and make another plan. In that environment casting was so premium that the most we would ever do was maybe have a couple guys that were MC fighters, maybe a bard, something like that. You better have access to 5th level spells, or you were probably not pulling your weight. I'm not saying our group was typical! Of course the main DM that I played with amped up the opposition to preposterous levels in the end. One of our operations was penetrating a CITY filled with 1000's of beholders. The nasty MM kind. We never did really root out that place, it was just impossible. Still, we made multiple forays and figured out ways to defeat waves of beholders at a time, which was no small feat (it was expensive too as I recall, the bastards were always disintegrating expensive equipment!). [/QUOTE]
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