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The Half-Level Bonus - Angel or Devil?
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<blockquote data-quote="I'm A Banana" data-source="post: 4529416" data-attributes="member: 2067"><p>I really like it, still. I am critical of 4e where it deserves it, but this was a really good fix, and it deserves this praise, too. </p><p></p><p>I'm comfortable with 10 levels giving you a broad range of experience in pretty much everything, or in at least cross-pollinating enough so that you can achieve a basic level of skill. Sort of: that wizard from the desert might not know how to swim, but he's well aware of the properties of ice and frost from his studies and can apply these to get a sort of limited buoyancy with his vestigial magical energy that hangs around him. The fighter might not know what an arcane chant looks like, but he's been adventuring for 10 levels, he's going to be at least passingly familiar with the concept of wizards throwing fireballs, because he's SEEN it (or things similar enough to it). </p><p></p><p>This has the side effect of you being able to throw a mountain at the party that would be impossible for the local farmers to climb, and have them climb it, regardless of if they've trained their lives for it or not. It lets the DM have a lot more flexibility in terms of planning adventures. </p><p></p><p>The alternative is a system that basically abandons the class/level set up, at least to some degree. A sort of "improve on what you do" system, while very organic, would be quite limiting, and it exposes those "automatic success or automatic failure" binary problems.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4529416, member: 2067"] I really like it, still. I am critical of 4e where it deserves it, but this was a really good fix, and it deserves this praise, too. I'm comfortable with 10 levels giving you a broad range of experience in pretty much everything, or in at least cross-pollinating enough so that you can achieve a basic level of skill. Sort of: that wizard from the desert might not know how to swim, but he's well aware of the properties of ice and frost from his studies and can apply these to get a sort of limited buoyancy with his vestigial magical energy that hangs around him. The fighter might not know what an arcane chant looks like, but he's been adventuring for 10 levels, he's going to be at least passingly familiar with the concept of wizards throwing fireballs, because he's SEEN it (or things similar enough to it). This has the side effect of you being able to throw a mountain at the party that would be impossible for the local farmers to climb, and have them climb it, regardless of if they've trained their lives for it or not. It lets the DM have a lot more flexibility in terms of planning adventures. The alternative is a system that basically abandons the class/level set up, at least to some degree. A sort of "improve on what you do" system, while very organic, would be quite limiting, and it exposes those "automatic success or automatic failure" binary problems. [/QUOTE]
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The Half-Level Bonus - Angel or Devil?
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