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*Dungeons & Dragons
Wandering Monsters 01/29/2014:Level Advancement...
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<blockquote data-quote="Desdichado" data-source="post: 6254210" data-attributes="member: 2205"><p>I dislike the concept of wandering monsters completely. One of the biggest problems with monsters in D&D is that rather than being monstrous, monsters are in fact quite routine. Monsters should be the centerpieces of entire adventures. Not just a footnote while your little red line that maps the party's location moves from one spot on the map to another.</p><p></p><p>D&D and other RPGs are games in which the experience of playing them is its own reward. XP is a clunky way to allow for character evolution over time and a poor model to express the arc of an adventurer's career. They're certainly not the point of the game. It's an extra reward that supplements the point of the game for those who need further incentive to play other than the fun that playing is in its own right.</p><p></p><p>Honestly, I'd rather play with E6 or something like that, though. That way you can have continuous character evolution without wandering into the weirdness that levels inevitably produce.</p><p></p><p>I've been doing that for years--before 3e, even. It's the only method that actually makes any sense to me.</p><p></p><p>I feel that moving relatively quickly through the first two or three levels is good, slowing <em>way</em> down for the next 5-8 or so, and then either capping off or simply ending the game before it gets too high in level is the only way I can play. I've never liked high level (much above 10th) in any edition of D&D, because how much fun you have vs. how much clunkiness and book-keeping it takes is a bad ratio. I doubt I'll play 5e, but if I do, I'm going to be highly suspicious of higher level play, and I have no reason to believe that 5e will fix all of the problems with high level play that every other edition of the game has not managed to.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 6254210, member: 2205"] I dislike the concept of wandering monsters completely. One of the biggest problems with monsters in D&D is that rather than being monstrous, monsters are in fact quite routine. Monsters should be the centerpieces of entire adventures. Not just a footnote while your little red line that maps the party's location moves from one spot on the map to another. D&D and other RPGs are games in which the experience of playing them is its own reward. XP is a clunky way to allow for character evolution over time and a poor model to express the arc of an adventurer's career. They're certainly not the point of the game. It's an extra reward that supplements the point of the game for those who need further incentive to play other than the fun that playing is in its own right. Honestly, I'd rather play with E6 or something like that, though. That way you can have continuous character evolution without wandering into the weirdness that levels inevitably produce. I've been doing that for years--before 3e, even. It's the only method that actually makes any sense to me. I feel that moving relatively quickly through the first two or three levels is good, slowing [I]way[/I] down for the next 5-8 or so, and then either capping off or simply ending the game before it gets too high in level is the only way I can play. I've never liked high level (much above 10th) in any edition of D&D, because how much fun you have vs. how much clunkiness and book-keeping it takes is a bad ratio. I doubt I'll play 5e, but if I do, I'm going to be highly suspicious of higher level play, and I have no reason to believe that 5e will fix all of the problems with high level play that every other edition of the game has not managed to. [/QUOTE]
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