AbdulAlhazred
Legend
That's not correct at all. As I said, the stakes would still differ by level. So your level would define wether you were fighting orcus to save the world, or fighting some goblins to save a village.
The level system would define the kind of threats you would face, but the gm would be free to draw the combat stats for those threats from ALL the monster resources which would normally be mostly innaccessable by level without a bunch of revision.
With a combat systme free of level, you can take whatever monster build you want, and use it in the part of your game where it makes the most sense.
That winged rampaging giant spellcaster might be orcus, or it might be a gargoyle warlock villain who they take down in heroic tier. The combat stats are the same, but the GM gains the ability to use any given monster at the perfect time in their campaign.
People might say "What? Orcus should be a special fight!" Well frankly, every fight should be a special fight, and every monster should be memorable and well made.
And again, this gives GMs that option- if they want to sav ethe super-solos for later levels, they can. If they want later levels to be defined more by say, hordes of low-power foes built as swarms, they can do that too. It's up to the gm to decide the kind of threats and the character of the threats the pcs fac ein various plotlines.
I think this would result in better design for the powers and monsters that games actually use. Rather than stretching those constructs across 30 levels, the game could focus the best possible design, take more risks and make less generic 'filler' monsters, and also offer suplements with new monsters that would be useable at any level.
OK, so what you are proposing is to eliminate half-level bonus. As I said above, you can do this. In fact I worked up the math for that quite a while back. There are a bunch of other things that have to be changed in minor ways, but it does NOT work without the other effects of leveling. Now, I haven't played this variant, it was purely a paper project. I am strongly of the opinion monsters will still fit into a very definite set of level brackets. They may be wider than the existing ones, but the big iconic monsters are going to need to be tougher, that is just basic necessity.
don't think most games do that that well, especially as levels climb. Focusing level on the idea of the impact the pcs are having on the world would enhance that experience.
You can't really bake this kind of thing into a game. It is a matter of expertise at designing and running a campaign.
I don't have a problem with a power curve, in fact what i'm talking about is emphasising that. All I want to do is remove level from combat mechanics.
The combat mechanics ARE the power curve. There is no other meaningful power curve. It is practically tautological given that D&D focuses quite a bit on combat between monsters and adventurers the only meaningful power curve is how bad-assed your character is. You can have story based things that can be quite significant, but your player is not going to feel like his character is really a big hero if he can't go out and slay a dragon, which needs to be something he's got to work up to in order to be interesting.
I agree that that is a serious draw, but I feel as if it's not the kind of thing that will keep people coming back to a tabletop RPG in this day and age, with the alternatives they have.
There are things unique to rpgs, like colaberative story, and a custom-made sort of entertainment, which I think could be enhanced by moving away from levels. Currently, it's assumed that levels bolster them; I feel that removing levels could actually serve those other goals better.
Except it HAS been bringing people back and driving campaigns forward for neigh on 40 years now. I know it has worked for me since before the days of AD&D. I don't disagree that RPGs have unique features and bare power progression is not one of them, but I think it IS an aspect of the game that enhances the other aspects. It is hard to say if 4e has too much or too little of a power curve. I'd observe that it is flatter than any previous edition (especially that of 3.x which was WAY steep).
Frankly, when I think of what keeps a game going, I think 'leveling up' is hugely overtrated.
It's often down to things like 'manage to get a routine going without too many scheduling problems' and 'does this group of semi-strangers hit it off/does this group of friends prove compatable in this context'.
Keeping a game going is pretty hard- and I think it's presumptuous to assume that leveling helps that much when well, there are plenty of level-based D&D games that fail, regardless of how much leveling is going on.
I don't think it is presumptuous. As I said before, after 35 years of GMing all sorts of games with all sorts of power curves from nothing to 2e my observation is that the steeper power curve games more reliably delivered a long term forward moving style of game. Some genre don't work well with leveling and steep power curves, like CoC. Others really could probably have used some degree of power curve, like Traveller where its complete lack was an active flaw in the game. I ran a long Traveller campaign, but the players always lacked real drive. It sputtered on and off for 4-5 years. Meanwhile our D&D campaign ran solid from 81 on up through the early 90's and I'm pretty sure some spin-off games are STILL running in one of my co-DMs current group. When the PCs would run into old characters like Francis McGillberry or Triborb VII everyone would be "ohhh, that guy's powerful, lets learn how to do that!"