Gentlegamer said:A role-playing game is one that makes use of the participants' mental and social faculties.
In the context of a tactical wargame.
Gentlegamer said:A role-playing game is one that makes use of the participants' mental and social faculties.
Absolutely. As I said earlier:Nonlethal Force said:While a legitimate question, I really have to ask if the XP gain rate is really even an issue.
Yes, I think the old design decision to have characters level up every 13 or so encounters is fine -- we just need to find a better way to handle the leveling up, so that players still get excited about making progress, but their characters don't become overpowered in "unfun" ways, while remaining underpowered in other ways.Mustrum_Ridcully said:Part of the fun of the game is that the character improves regularly. Unfortunately, in D&D, these improvements come in big chunks (levels), which means if you delay getting another "chunk of improvement", you take out some of the fun.
mmadsen said:If we change the rules so that those 130 encounters mean the character gains 20 levels, but those levels only add half as much power, then all we've done is change the granularity of the game. Twenty-first level becomes the new 11th-level.
mmadsen said:On the other hand, if we change the experience system so that characters level up more and more slowly, then those 130 encounters might only lead to, say, five or six levels, or to ten levels that only mean as much as five or six 3E levels.
Levels and the system for leveling up are intimately intertwined.
Not to put to fine a point on it, but I'm not sure I'd call high school–level mathematics a niche.BryonD said:Heaven forbid a good conversation and common use of terms stand in the way of thread destruction and niche conventions.
mmadsen said:Note that Lanchester's Square Law does not apply to technological force, only numerical force; so it takes an N-squared-fold increase in quality to make up for an N-fold increase in quantity.[/Indent]It's that last paragraph that's the most important to our current discussion. If we measure troop quality with a single variable -- let's say that ogres kill orcs twice as fast as orcs kill ogres -- then two ogres might seem like they'd defeat four orcs easily, but really they'd be overpowered, because multiplying the number of troops multiplies its offense and its defense. More orcs have more attacks, and there are more orcs to kill.
What confuses this is that D&D level includes multiple measures of offensive stength (to-hit and damage) and defensive strength (AC and hit points); it's not a single linear measure. For instance, in going from first to second level, an NPC fighter might multiply his to-hit chance by 1.1, his damage by 1.0, his avoid-a-hit chance by 1.0, and his hit points by 2.0, for a total quality factor of something like 2.2. As you can see, at lower levels, without better equipment, it's almost entirely about improved defense through extra hit points. As characters accumulate magic weapons, armor, etc., they can improve across all four of those dimension, and a 10-percent improvement in everything isn't a 10-percent improvement in fighting ability; a 10-percent improvement across four factors is a 46-percent improvement. Now compound that over multiple levels.
Wulf Ratbane said:At its heart, D&D is a game of tactical combat, and the core mechanics are designed to serve this function.
Calico_Jack73 said:See... this is where I have a problem. If I wanted to play a Tactical Combat game I'd play Warhammer. D&D is supposed to be a role-playing game but 3.0E started it's inexorable slide into tactical tabletop miniatures wargaming.
WOTC saw how much money Games Workshop was making on minis (back in the early 90's it cost $8 for a blisterpack of 2 unpainted space marine terminators) and wanted to get in on the action.