Doug McCrae
Legend
Why earn more money? All you do is spend it on more expensive stuff.So this leads me to the question. If everything is getting "bigger" at roughly the same rate but nothing is changing Why have the numbers go up?
Why earn more money? All you do is spend it on more expensive stuff.So this leads me to the question. If everything is getting "bigger" at roughly the same rate but nothing is changing Why have the numbers go up?
Why earn more money? All you do is spend it on more expensive stuff.
Let's look at the converse.
How receptive would rpg players be to an rpg which has does not have any character advancement? (ie. No leveling up, no skill improvement, etc ...).
Other than maybe for a one-shot evening game, such an rpg wouldn't be so interesting.
You mean Classic Traveller?
But you have enough cash to lease a racetrack for a day...True... But the speed limit doesn't increase just because you got a Porsche.
Arguably the original traveller was like this, and did just fine
In games like that with no leveling up or skill improvement, rewards tended to be story-related (money, equipment, prestige).
I remember a lot of discussion on ENworld after the release of 3e, discussing the extent to which the basic adventuring model had been influenced by computer games (nothing new under the sun!) and one of the big issues at the time was that it 'appeared' that they had been inspired by the 'scaling enemies' of diablo and its like.
Earlier versions of D&D had different creatures as different levels of threat, and if you wanted threatening orcs at 10th level you didn't slap levels on the orcs - you just upped their numbers. The slower scaling of AC meant that they could still be a threat to many of the PCs in a party.
I think my personal preference for D&D is probably the model from 1e and earlier, to be honest.
However, with a broader range of number, all increasing at different rates depending on a number of factors, you gain a broader spectrum of tactics to choose from.