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General Tabletop Discussion
*Dungeons & Dragons
Wandering Monsters: Tiers of Play
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<blockquote data-quote="howandwhy99" data-source="post: 6257323" data-attributes="member: 3192"><p>I'm accustomed to Tiers of Play being actual levels and differing by class. But then when there are only 10 levels, at least safely expected levels a hard working player could reach in the length of campaign, then every level has its own iconic challenges and rewards. </p><p></p><p>In terms of spell effects, all magic comes from the functioning of the world. A wizard was not the creator of fireballs. Fireballs are possible to create in the D&D world without magic and sometimes they just manifest on their own. That's how wizards learned about them in the first place.</p><p></p><p>The important bit is these magical effects are level-defined world challenges for players to face, not so much powers they gain upon advancing into a level. They can face 5th level <em>Fireballs </em>at any level. Having the power on your character log isn't what makes the game more challenging.</p><p></p><p>And that's just the magic-user's challenges. There are other classes.</p><p></p><p>And honestly I don't see what setting stakes has to do with this or D&D at all. These are new difficulties for the players to improve in handling. Being able to cast <em>Legend Lore </em>or <em>Limited Wish </em>doesn't mean the players should have their goals determined for them anymore than at any other time in the game. EDIT: Stake setting by the DM is not just a misunderstanding of what a DM does or D&D in general, but a bad precedent for removing all of what games do for the limited play of storytelling.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6257323, member: 3192"] I'm accustomed to Tiers of Play being actual levels and differing by class. But then when there are only 10 levels, at least safely expected levels a hard working player could reach in the length of campaign, then every level has its own iconic challenges and rewards. In terms of spell effects, all magic comes from the functioning of the world. A wizard was not the creator of fireballs. Fireballs are possible to create in the D&D world without magic and sometimes they just manifest on their own. That's how wizards learned about them in the first place. The important bit is these magical effects are level-defined world challenges for players to face, not so much powers they gain upon advancing into a level. They can face 5th level [I]Fireballs [/I]at any level. Having the power on your character log isn't what makes the game more challenging. And that's just the magic-user's challenges. There are other classes. And honestly I don't see what setting stakes has to do with this or D&D at all. These are new difficulties for the players to improve in handling. Being able to cast [I]Legend Lore [/I]or [I]Limited Wish [/I]doesn't mean the players should have their goals determined for them anymore than at any other time in the game. EDIT: Stake setting by the DM is not just a misunderstanding of what a DM does or D&D in general, but a bad precedent for removing all of what games do for the limited play of storytelling. [/QUOTE]
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