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What level do you start your campaign at?
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<blockquote data-quote="Wombat" data-source="post: 1481386" data-attributes="member: 8447"><p>Actually, the problems I have here with D&D are both mechanical and setting related. Consider: how do you create a viable 1st level adventure in an area and then logically also set up a higher level adventure? Do you mean that only a couple of Orcs are in the district and then suddenly someone realizes that there is a dragon there later? I find this incongruous. 1st level characters are so fragile that there is no way they can take on any serious opponents, yet vastly powerful monsters and perils then pop right after the removal of these pests, if the character is to advance further. </p><p></p><p>I think this also explains why, with D&D, I end up running fairly "short run" campaigns. I tend to start them at 3rd level and end them by 10th; below that is too "rules fragile" and above that the rules fall into the level of superheroes (and many rather silly monsters). </p><p></p><p>I find that other games have a less steep "power curve" for characters, that low power characters can take on moderate opponents if they are clever and that there are no ridiculously high-power critters on the other end. This is something I prefer.</p><p></p><p>So, in the end, my group feels that we are placed into this position, not out of want of heroism, but by the way the rules are set up. This is a rules issue, not a mythological issue.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1481386, member: 8447"] Actually, the problems I have here with D&D are both mechanical and setting related. Consider: how do you create a viable 1st level adventure in an area and then logically also set up a higher level adventure? Do you mean that only a couple of Orcs are in the district and then suddenly someone realizes that there is a dragon there later? I find this incongruous. 1st level characters are so fragile that there is no way they can take on any serious opponents, yet vastly powerful monsters and perils then pop right after the removal of these pests, if the character is to advance further. I think this also explains why, with D&D, I end up running fairly "short run" campaigns. I tend to start them at 3rd level and end them by 10th; below that is too "rules fragile" and above that the rules fall into the level of superheroes (and many rather silly monsters). I find that other games have a less steep "power curve" for characters, that low power characters can take on moderate opponents if they are clever and that there are no ridiculously high-power critters on the other end. This is something I prefer. So, in the end, my group feels that we are placed into this position, not out of want of heroism, but by the way the rules are set up. This is a rules issue, not a mythological issue. [/QUOTE]
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