Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What if bonuses never stacked?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5659536" data-attributes="member: 82106"><p>I don't think it would feel like D&D at all. It would also just beg the question of "why don't we just go kill Orcus?" given that there is no longer a power curve in the game AT ALL you no longer have a way to measure what you can go up against. There are in fact no longer a hierarchy of greater difficulty at all. </p><p></p><p>Yes, you can have 'progress in the story', but we ALREADY DO have that. Having played a lot of games, and numerous games which lacked any real notion of advancement (CoC and Traveller spring instantly to mind, but the original Gamma World would also fall into this category) the main issue with campaigns in all of these games is that there is very little organic to the game driving anything forward. </p><p></p><p>This is fine for a game like CoC where the characters basically exist to inevitably die horribly and the drama is only in HOW. Gamma World was a kind of 'beer & pretzels' situation (Boot Hill pretty well fell in here too, as does Paranoia) where characters were pretty much disposable and the game revolved around your gear.</p><p></p><p>Traveller OTOH really illustrates the issue. It was always rather hard to drive a campaign forward in that game. You could present various plots and tie them to PC background and you could appeal to simple greed, but in the long run the GM would pretty well inevitably find that the players were simply finding less and less reason to bother when they logically could just sell off their 800 ton Corsaire for 100 million credits and go kick back on some nice tropical planet somewhere. </p><p></p><p>Long term campaigns really NEED some power curve to help pull them forward. It is by far the most reliable method of doing that and IME D&D has always excelled at being a system suitable to long-term campaigns and overarching stories. </p><p></p><p>You CAN significantly change the way leveling works. For instance you could remove half-level bonuses. 4e would actually work OK without them, but you STILL need levels to allow for increased capabilities. The PCs at a minimum are going to need to have increasing damage output and other improved capabilities. This can all come from feat and power acquisition (and/or items), but it has to come from SOMEWHERE, and hit points certainly need to increase if you intend to have durable characters facing greater and greater challenges. </p><p></p><p>Which is why I say you need some kind of progression system, and for D&D levels actually make good sense. You could use point system or CoC-style 'use it and improve it' but you also need to have a way to increase toughness and measure what you need to be taking on.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5659536, member: 82106"] I don't think it would feel like D&D at all. It would also just beg the question of "why don't we just go kill Orcus?" given that there is no longer a power curve in the game AT ALL you no longer have a way to measure what you can go up against. There are in fact no longer a hierarchy of greater difficulty at all. Yes, you can have 'progress in the story', but we ALREADY DO have that. Having played a lot of games, and numerous games which lacked any real notion of advancement (CoC and Traveller spring instantly to mind, but the original Gamma World would also fall into this category) the main issue with campaigns in all of these games is that there is very little organic to the game driving anything forward. This is fine for a game like CoC where the characters basically exist to inevitably die horribly and the drama is only in HOW. Gamma World was a kind of 'beer & pretzels' situation (Boot Hill pretty well fell in here too, as does Paranoia) where characters were pretty much disposable and the game revolved around your gear. Traveller OTOH really illustrates the issue. It was always rather hard to drive a campaign forward in that game. You could present various plots and tie them to PC background and you could appeal to simple greed, but in the long run the GM would pretty well inevitably find that the players were simply finding less and less reason to bother when they logically could just sell off their 800 ton Corsaire for 100 million credits and go kick back on some nice tropical planet somewhere. Long term campaigns really NEED some power curve to help pull them forward. It is by far the most reliable method of doing that and IME D&D has always excelled at being a system suitable to long-term campaigns and overarching stories. You CAN significantly change the way leveling works. For instance you could remove half-level bonuses. 4e would actually work OK without them, but you STILL need levels to allow for increased capabilities. The PCs at a minimum are going to need to have increasing damage output and other improved capabilities. This can all come from feat and power acquisition (and/or items), but it has to come from SOMEWHERE, and hit points certainly need to increase if you intend to have durable characters facing greater and greater challenges. Which is why I say you need some kind of progression system, and for D&D levels actually make good sense. You could use point system or CoC-style 'use it and improve it' but you also need to have a way to increase toughness and measure what you need to be taking on. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What if bonuses never stacked?
Top