Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
The Changing Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reynard" data-source="post: 4641445" data-attributes="member: 467"><p>What happens is that PCs gain greater powers and more options, which impacts the number of choices they have in regards to combat and adventuring. What does not happen, however, is the PCs gaining, as they did in BECM and AD&D and to a (much) lesser extend 3E, a wholly different set of options that change the gameplay from "adventuring" to "ruling". In addition, unlike BECM and AD&D (3E kicked this one out completely) there's no sudden change in how the characters increase in power -- the rate and what they get for it -- that motivates a change in the game (the law of diminishing returns on killing things and taking their stuff).</p><p></p><p>If one looks at the DMG on pg 146, "Tiers of Play" it becomes readily apparent what the design intent was. Although it starts with the sentence, "As characters grow in power, game play changes," it goes on to describe a situation in which game play does not fundamentally change, other than scale and scope. Each tier description discusses the scale at which the characters operate, the scope of the importance of their actions and, most tellingly, the kinds of dungeons they go into, monsters they fight and treasures they win.</p><p></p><p>As to whether an individual group of players can agree on a home brewed system of granting title and waging war, for example, is irrelevent to the discussion of whether this kind of character arc is supported or intended by the game. Using skill challenges as a method of simulating these kinds of activities is all well and good, and would make for a rather interesting subsystem indeed, there's no evidence to suggest that to be the intended use of the skill challenge system.</p><p></p><p>Just to clarify, by "changing game" I do not mean a change in scope or scale. I mean a change in the goals of play, supported by changes in the game system itself attached to character level and advancement. And also to clarify, I am not in any way "bashing" 4E. A highly focused design in often a much better design, at least in support of that focused play style.And, providing a consisten experience throughout the level spread encourages players to play -- players that want whatever it is the game provides in play can get it from the moment they start to the time they reach their Epic Destiny's. These are good design choices; they strengthen the product.</p><p></p><p>But that's not to say I don't miss that arc of development inherent in the game I grew up on (particularly BECM).</p></blockquote><p></p>
[QUOTE="Reynard, post: 4641445, member: 467"] What happens is that PCs gain greater powers and more options, which impacts the number of choices they have in regards to combat and adventuring. What does not happen, however, is the PCs gaining, as they did in BECM and AD&D and to a (much) lesser extend 3E, a wholly different set of options that change the gameplay from "adventuring" to "ruling". In addition, unlike BECM and AD&D (3E kicked this one out completely) there's no sudden change in how the characters increase in power -- the rate and what they get for it -- that motivates a change in the game (the law of diminishing returns on killing things and taking their stuff). If one looks at the DMG on pg 146, "Tiers of Play" it becomes readily apparent what the design intent was. Although it starts with the sentence, "As characters grow in power, game play changes," it goes on to describe a situation in which game play does not fundamentally change, other than scale and scope. Each tier description discusses the scale at which the characters operate, the scope of the importance of their actions and, most tellingly, the kinds of dungeons they go into, monsters they fight and treasures they win. As to whether an individual group of players can agree on a home brewed system of granting title and waging war, for example, is irrelevent to the discussion of whether this kind of character arc is supported or intended by the game. Using skill challenges as a method of simulating these kinds of activities is all well and good, and would make for a rather interesting subsystem indeed, there's no evidence to suggest that to be the intended use of the skill challenge system. Just to clarify, by "changing game" I do not mean a change in scope or scale. I mean a change in the goals of play, supported by changes in the game system itself attached to character level and advancement. And also to clarify, I am not in any way "bashing" 4E. A highly focused design in often a much better design, at least in support of that focused play style.And, providing a consisten experience throughout the level spread encourages players to play -- players that want whatever it is the game provides in play can get it from the moment they start to the time they reach their Epic Destiny's. These are good design choices; they strengthen the product. But that's not to say I don't miss that arc of development inherent in the game I grew up on (particularly BECM). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Changing Game
Top