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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Remathilis" data-source="post: 6282225" data-attributes="member: 7635"><p>Yes. Pre-2000 D&D had fewer decision points as the game progressed (class and race being fairly static choices made at char-gen). So while a magic-user may look forward to 3rd level spells or a paladin to his warhorse, most classes got their toys early, making build unimportant. Feats, multi-classing, power-suites, prestige classes, and especially "traps" (intentional bad choices, such as 3.0 toughness) made build important. </p><p></p><p></p><p></p><p>Yes. the 10-13 encounters to a level has made them feel more anticipated. </p><p></p><p></p><p></p><p>NO!</p><p></p><p>"Those darn kids" didn't ruin D&D for you, gramps. There were always players who built monstrosities (munchkin wasn't invented in 2000) and who cared only for XP-grinding. 100th level PCs existed in days of yore. Similarly, some games (early Final Fantasy, for example) where leveling didn't give you myiads of choices when you level; they felt much like D&D levels: some more hp and maybe a new spell. </p><p></p><p>The recent trend among all media has been for "total customization" so its no suprise D&D, like CRPGs, MMOs and other RPG games, opted for games where you can tweak your heart out. It makes sense; it gives players a more tethered feeling of ownership and allows the company to sell new "options" (splat books, DLC, whatever). </p><p></p><p>Watch before you generalize</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6282225, member: 7635"] Yes. Pre-2000 D&D had fewer decision points as the game progressed (class and race being fairly static choices made at char-gen). So while a magic-user may look forward to 3rd level spells or a paladin to his warhorse, most classes got their toys early, making build unimportant. Feats, multi-classing, power-suites, prestige classes, and especially "traps" (intentional bad choices, such as 3.0 toughness) made build important. Yes. the 10-13 encounters to a level has made them feel more anticipated. NO! "Those darn kids" didn't ruin D&D for you, gramps. There were always players who built monstrosities (munchkin wasn't invented in 2000) and who cared only for XP-grinding. 100th level PCs existed in days of yore. Similarly, some games (early Final Fantasy, for example) where leveling didn't give you myiads of choices when you level; they felt much like D&D levels: some more hp and maybe a new spell. The recent trend among all media has been for "total customization" so its no suprise D&D, like CRPGs, MMOs and other RPG games, opted for games where you can tweak your heart out. It makes sense; it gives players a more tethered feeling of ownership and allows the company to sell new "options" (splat books, DLC, whatever). Watch before you generalize [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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