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D&D Older Editions, OSR, & D&D Variants
What I'd Like to See in D&D® 4e
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<blockquote data-quote="ptolemy18" data-source="post: 1960365" data-attributes="member: 24970"><p>Don't you think the improved multiclassing rules in 3.0/3.5 sort of eliminates the old "restrictiveness" of levels? When I look at all the classes and prestige classes that are available, and all the different combinations that are possible, I'm always impressed by how much can be done with the existing system. The very distinctness and specificness of the different classes and prestige classes, while sometimes verging on the ridiculous, is a toolbox of inspiring ideas to use in building your character. While some inexperienced players will think that every Oozemaster is alike, an experienced player can probably come up with several different character backgrounds using the Oozemaster prestige class... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Here's another, and I think better, argument. Levels are a convenient way of measuring, well, power level, frankly. D&D has always been, and I think should always be, a game where there are clear distinctions between different power levels. It's not the kind of game where you can have a generic adventure module that's suitable for either beginning or experienced characters (like you find in, say, Chaosium's Call of Cthulhu). A 13th level D&D party is going to be handling vastly different things from a 1st level D&D party -- probably in terms of general mood and role-playing opportunities, as well as sheer toughness of monsters.</p><p></p><p>Aside from that, though... I think non-level-based systems appeal primarily to more experienced role-players who have been around the block and like to experiment and tinker. If you look at the majority of computer RPGs, video-game RPGs and online RPGs, most of them use a level- and class-based system. Granted, that's only one of many reasons that EVERQUEST (for example) is more popular than ULTIMA ONLINE (for example). But it's something which is familiar and successful. I mean, there's nothing stopping D&D from branching out into something entirely different and experimental, but I don't know if the appropriate reaction is "Everyone is imitating us, so we must be doing something wrong!".</p><p></p><p>jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 1960365, member: 24970"] Don't you think the improved multiclassing rules in 3.0/3.5 sort of eliminates the old "restrictiveness" of levels? When I look at all the classes and prestige classes that are available, and all the different combinations that are possible, I'm always impressed by how much can be done with the existing system. The very distinctness and specificness of the different classes and prestige classes, while sometimes verging on the ridiculous, is a toolbox of inspiring ideas to use in building your character. While some inexperienced players will think that every Oozemaster is alike, an experienced player can probably come up with several different character backgrounds using the Oozemaster prestige class... ;) Here's another, and I think better, argument. Levels are a convenient way of measuring, well, power level, frankly. D&D has always been, and I think should always be, a game where there are clear distinctions between different power levels. It's not the kind of game where you can have a generic adventure module that's suitable for either beginning or experienced characters (like you find in, say, Chaosium's Call of Cthulhu). A 13th level D&D party is going to be handling vastly different things from a 1st level D&D party -- probably in terms of general mood and role-playing opportunities, as well as sheer toughness of monsters. Aside from that, though... I think non-level-based systems appeal primarily to more experienced role-players who have been around the block and like to experiment and tinker. If you look at the majority of computer RPGs, video-game RPGs and online RPGs, most of them use a level- and class-based system. Granted, that's only one of many reasons that EVERQUEST (for example) is more popular than ULTIMA ONLINE (for example). But it's something which is familiar and successful. I mean, there's nothing stopping D&D from branching out into something entirely different and experimental, but I don't know if the appropriate reaction is "Everyone is imitating us, so we must be doing something wrong!". jason [/QUOTE]
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