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<blockquote data-quote="Celebrim" data-source="post: 7489332" data-attributes="member: 4937"><p>You asked me what I thought. And my answer is that tying followers to level is and always has been poor design. It didn't even work well in 1e AD&D, and I say this as someone that had name level characters and who had built strongholds in 1e AD&D. There are a great many great and abiding innovations of D&D - hit points, classes, levels, experience, etc. - that have and which deserve to stand the test of time. But fixed followers upon obtain a fixed level is a design idea which belongs with RPGs war gaming roots, and doesn't well suit an RPG. </p><p></p><p></p><p></p><p>I didn't say it was. I said that those rules are poor rules, and the designers are making mistakes. Without going into an elaborate discussion of why, the underlying flaws in the idea are first is that everyone is playing the same game, in the same setting, with the same character, and secondly that story does not particularly matter. The first flaw is a failure of imagination and not really excusable since the late '70's, and the second flaw is a failure to recognize why the PnP RPG has endured even though several of the original reasons for which it was played no long apply.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7489332, member: 4937"] You asked me what I thought. And my answer is that tying followers to level is and always has been poor design. It didn't even work well in 1e AD&D, and I say this as someone that had name level characters and who had built strongholds in 1e AD&D. There are a great many great and abiding innovations of D&D - hit points, classes, levels, experience, etc. - that have and which deserve to stand the test of time. But fixed followers upon obtain a fixed level is a design idea which belongs with RPGs war gaming roots, and doesn't well suit an RPG. I didn't say it was. I said that those rules are poor rules, and the designers are making mistakes. Without going into an elaborate discussion of why, the underlying flaws in the idea are first is that everyone is playing the same game, in the same setting, with the same character, and secondly that story does not particularly matter. The first flaw is a failure of imagination and not really excusable since the late '70's, and the second flaw is a failure to recognize why the PnP RPG has endured even though several of the original reasons for which it was played no long apply. [/QUOTE]
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