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General Tabletop Discussion
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Wandering Monsters: Tiers of Play
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<blockquote data-quote="KidSnide" data-source="post: 6257112" data-attributes="member: 54710"><p>Agreed completely. </p><p></p><p>I see the biggest failing of the article is that - with the exception of the royal politics adventure - most of the examples were very similar. Without further detail, it's all just killing monsters. We already know that higher level characters fight higher level monsters. WotC doesn't need a survey to figure that out. A much more interesting series of questions is: <em><strong>what tiers of play should be supported by new systems?</strong></em> </p><p></p><p>I think mass combat and domain management should be accessible to expert level characters to a limited degree, but they should be primarily targeted at the paragon tier. I think the same should be said for magic item creation, but maybe there should be a concept of artifact creation specific to epic level play? Likewise, epic level play would be well served by a "searching for immortality" mechanic, along the lines of the Masters set.</p><p></p><p>In 4e, plane hopping was brought down to heroic play, mostly - I suspect - because they thought the Shadowfell and Faewild were the most interesting parts of the Points of Light setting. Personally, I'd like to see plane hopping limited to a paragon / epic level play. </p><p></p><p>Hex crawling wilderness exploration seems like Expert level play to me. Maybe that's my BECMI experience talking, but it seems too difficult for Apprentice characters and a waste of time for Paragon characters with Wind Walk and Teleport. Super-gritty "fantasy-Vietnam" optional rules make the most sense for Apprentice tier, but could be somewhat usable in Expert play. And if you want more of a wuxia-style D&D, maybe you should just start the campaign at level 8?</p><p></p><p>This is the sort of stuff I think WotC should be thinking about when it talks about tiers.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6257112, member: 54710"] Agreed completely. I see the biggest failing of the article is that - with the exception of the royal politics adventure - most of the examples were very similar. Without further detail, it's all just killing monsters. We already know that higher level characters fight higher level monsters. WotC doesn't need a survey to figure that out. A much more interesting series of questions is: [I][B]what tiers of play should be supported by new systems?[/B][/I] I think mass combat and domain management should be accessible to expert level characters to a limited degree, but they should be primarily targeted at the paragon tier. I think the same should be said for magic item creation, but maybe there should be a concept of artifact creation specific to epic level play? Likewise, epic level play would be well served by a "searching for immortality" mechanic, along the lines of the Masters set. In 4e, plane hopping was brought down to heroic play, mostly - I suspect - because they thought the Shadowfell and Faewild were the most interesting parts of the Points of Light setting. Personally, I'd like to see plane hopping limited to a paragon / epic level play. Hex crawling wilderness exploration seems like Expert level play to me. Maybe that's my BECMI experience talking, but it seems too difficult for Apprentice characters and a waste of time for Paragon characters with Wind Walk and Teleport. Super-gritty "fantasy-Vietnam" optional rules make the most sense for Apprentice tier, but could be somewhat usable in Expert play. And if you want more of a wuxia-style D&D, maybe you should just start the campaign at level 8? This is the sort of stuff I think WotC should be thinking about when it talks about tiers. -KS [/QUOTE]
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