What made me think about it was reading the recent crop of, for want of a better word, D&D alternatives such as Draw Steel, Daggerheart, and (to a lesser degree) Shadowdark, Advanced Tiny Dungeon, and Dragonbane. It's quite interesting to see how much broad vs tall advancement there is in these games. . .
I'd like to hear your take on these. I've seen the Dragonbane free quickstart, but I couldn't tell you how broad/tall it was from the small sample.
I'm certainly not asking if you prefer tall or broad advancement - that really depends on the campaign you're running - but what do you think? Are there any fun tall advancement fantasy games you'd recommend I haven't thought of?
Well yeah! Modos 2, my ENnie nominee, uses an a la carte progression system by default. Players choose an attribute bump, skill bump, and a perk (the wild card) at each character level. So doing some literal god smacking is largely a matter of putting one's points where one needs them.* GMs wanting
meteoric advancement can easily give additional level awards or magic item bonuses, like a fixed physical health bonus (hit points), or a corresponding default damage bump to attacks.
* Officially, doing something "divine," which is probably what the gods do, is a difficulty benchmark of 20. So a GM rolling a god's contests (for some reason) is adding at least 20 to those rolls. A lucky PC with a 1 point bonus to smacking going up against an unlucky god (with +20 on most rolls) has a 1:400 chance of getting a decent hit in.
But when games don't have rules for advancement, or they just generally suggest that what you have at the start is what you have (outside of finding items or narrative advancement) I just immediately become disinterested.
For what it's worth, Modos 2 promotes (but doesn't require) broad advancement in different ways. For one, three damage pools means three different ways to become disabled (not dead). Putting all of one's defense eggs in one basket is risky. For another, some skills are "locked," meaning diversification is needed to do some things. Otherwise, teamwork (gasp) might be needed.
Another issue I have with games very focused on broad advancement, is that very often to give you the feeling of progressing, the number of options you'll have is very limited at the start. To give you the space to acquire new options. I've often found the start (earlier levels) to feel very limited.
Hmm. With the exception of 4th level-and-up powers, I think Modos 2's a la carte options are all on the table at the start. But if that's not enough, the free form Hero Point allows just about anything else that the PC and GM can agree upon, albeit at a flexible daily limit.