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Community
General Tabletop Discussion
*Dungeons & Dragons
What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Sunseeker" data-source="post: 6284290"><p>After thinking about it for a while, I'd say that the biggest detractor to this issue is a lack of low-level diversity. From D&D to top MMOs and numerous other games, the tools a player gets at low level are all more or less the same. A ray-of-frost like spell, magic missile, heal minor wounds, etc. You'll find these in the low levels of gameplay across the board. There are variants, maybe instead of "heal minor wounds" it's "restore health" which does the same thing, in the same way, for the same class.</p><p></p><p>Until you get up past level 5 or so, it doesn't matter what you're playing, because they all operate like this. There are very few games that try to mix things up and even if they are low-damage/healing abilities, they're very generic. I think that doing so could go a long way to making the lower levels feel fresher and better. On some levels, it's <em>all</em> the same thing, "heal ability" "sword attack" "magical trick", but that doesn't stop us from coming up with creative ways to flavor it. I don't have any particularly stunning examples in mind at the moment, but I keep thinking back to Guild Wars 2 where your early abilities are not simply "hit it" or "shoot it" or "heal it". </p><p></p><p>We don't have to 4e way and create powers, but I think retooling your basic sword attack into something people are going to be <em>excited</em> to do is desperately needed. On this same note, providing choice in <em>how</em> you attack/blast/heal is very important. Things get dull when all you can do is the same attack every turn, for the same damage.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6284290"] After thinking about it for a while, I'd say that the biggest detractor to this issue is a lack of low-level diversity. From D&D to top MMOs and numerous other games, the tools a player gets at low level are all more or less the same. A ray-of-frost like spell, magic missile, heal minor wounds, etc. You'll find these in the low levels of gameplay across the board. There are variants, maybe instead of "heal minor wounds" it's "restore health" which does the same thing, in the same way, for the same class. Until you get up past level 5 or so, it doesn't matter what you're playing, because they all operate like this. There are very few games that try to mix things up and even if they are low-damage/healing abilities, they're very generic. I think that doing so could go a long way to making the lower levels feel fresher and better. On some levels, it's [I]all[/I] the same thing, "heal ability" "sword attack" "magical trick", but that doesn't stop us from coming up with creative ways to flavor it. I don't have any particularly stunning examples in mind at the moment, but I keep thinking back to Guild Wars 2 where your early abilities are not simply "hit it" or "shoot it" or "heal it". We don't have to 4e way and create powers, but I think retooling your basic sword attack into something people are going to be [I]excited[/I] to do is desperately needed. On this same note, providing choice in [I]how[/I] you attack/blast/heal is very important. Things get dull when all you can do is the same attack every turn, for the same damage. [/QUOTE]
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Community
General Tabletop Discussion
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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