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Worlds of Design: Tough Times at the Top
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<blockquote data-quote="lewpuls" data-source="post: 8364769" data-attributes="member: 30518"><p>I’ve always thought that combat-oriented <strong>Dungeons & Dragons</strong>-style tabletop role-playing games become less fun to play as characters reach double-figure levels of power. Here’s why, and how to fix it.</p><p></p><p style="text-align: center">[ATTACH=full]141745[/ATTACH]</p> <p style="text-align: center"></p> <p style="text-align: center"><a href="https://pixabay.com/vectors/direction-information-stairs-climb-44068/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><h2>The “Who Shoots First” Problem</h2><p>A major reason is the “who shoots first” problem. Analysis of tank battles in World War II shows that whoever shot first tended to win the tank battle. You can see why that might be likely, because the defenders can conceal themselves, not needing to move. The attackers turn up and are likely to get nailed by initial shots. On the other hand, if the attackers detect the defenders from a distance or even just suspect, they can call in air strikes and artillery barrages (if they have the capability) and likely that's going to reveal the defenders and also damage or destroy some of them—the attackers shoot first.</p><p></p><p>This is not so bad at lower levels in RPGs, but as characters get stronger and stronger, the first shot becomes more devastating. They have such great offense in the form of magical “artillery” (area effect spells) or other kinds of spells and occasionally non-spell offense, that they can devastate the other side before that side gets a chance to do anything. In effect, time moves faster because high level characters can do so much in a small slice of time. That is true even if there is no punishing surprise rule such as the rule in AD&D 1e (surprised 33% of the time, surprised cannot do anything for what seems like <strong>forever</strong>). A designer could greatly strengthen defense as characters reach higher levels, but that can get ridiculous; worse, you may end up with very long battles when no one gets the drop on the other side.</p><p></p><p>Moreover, super-powerful characters (such as high levels) don't fit the standard fantasy or science fiction stories where the hero, at least at first, is a relatively normal not-so-powerful character. In other words, people can’t identify with those very strong characters; although you can counter that by saying people can identify with superheroes in superhero gaming, so why not in fantasy or science fiction? But superhero stories (comics) are quite different from fantasy and science fiction stories. (In particular, there’s a tendency to have lots of one-on-one matchups in superhero fighting, by design.)</p><p></p><p>Is there any solution? I can think of several.</p><h2>Stop While You’re Ahead</h2><p>You could stop playing when the characters get too powerful, and start a new campaign, or start new characters and only use the super-powerful characters in a really extraordinary situation. I’ve always preferred that each player have several characters available to play, so that an appropriate party can be gathered for any prospective adventure.</p><p></p><p>That's not so much a solution as a palliative, but it's the nature of the game; and I would say that if you have any kind of combat game, not just a role-playing game, where you have a strong progression of capability, you can have these problems of shooting first and overwhelming offense. On the other hand, if people are playing for the story and are not actually worried about losing, they may not take advantage of these two problems.</p><p></p><p>This is why, at the start, I specified a <strong>combat </strong>RPG. Another kind of RPG may not suffer this problem. Or the designer may have insured that the adventurers are always “human not superhuman." (See <a href="https://www.enworld.org/threads/worlds-of-design-human-vs-superhuman.679793/]." target="_blank">Human vs Superhuman: Functional vs Emotional Modeling</a>)</p><h2>Take Time to Get There</h2><p>Another solution is to make sure it takes a huge number of adventures to reach the rarified air of great combat power. That’s my preference, but it may not be for everybody: with each iteration of D&D, advancement has sped up so that there’s an expectation that characters level up quickly. Unless you’re using milestone leveling or some other system not tied to gaining experience points from combat, players will expect a steady progression. Slowing things down requires a conversation with players beforehand so they understand that they will level up at a slower pace than they might expect.</p><h2>It’s Not the Destination, It’s the Journey</h2><p>Another solution would be to make sure everyone understands that their characters will almost certainly die before reaching the super-powerful levels. If it takes a telescope (so to speak) to look up to the next level, then players may pay attention to the journey more than the destination. So enjoy life and heroism while you can!</p><p></p><p><strong>Your Turn: How do you manage high level characters in your campaign?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8364769, member: 30518"] I’ve always thought that combat-oriented [B]Dungeons & Dragons[/B]-style tabletop role-playing games become less fun to play as characters reach double-figure levels of power. Here’s why, and how to fix it. [CENTER][ATTACH type="full"]141745[/ATTACH] [URL='https://pixabay.com/vectors/direction-information-stairs-climb-44068/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=1]The “Who Shoots First” Problem[/HEADING] A major reason is the “who shoots first” problem. Analysis of tank battles in World War II shows that whoever shot first tended to win the tank battle. You can see why that might be likely, because the defenders can conceal themselves, not needing to move. The attackers turn up and are likely to get nailed by initial shots. On the other hand, if the attackers detect the defenders from a distance or even just suspect, they can call in air strikes and artillery barrages (if they have the capability) and likely that's going to reveal the defenders and also damage or destroy some of them—the attackers shoot first. This is not so bad at lower levels in RPGs, but as characters get stronger and stronger, the first shot becomes more devastating. They have such great offense in the form of magical “artillery” (area effect spells) or other kinds of spells and occasionally non-spell offense, that they can devastate the other side before that side gets a chance to do anything. In effect, time moves faster because high level characters can do so much in a small slice of time. That is true even if there is no punishing surprise rule such as the rule in AD&D 1e (surprised 33% of the time, surprised cannot do anything for what seems like [B]forever[/B]). A designer could greatly strengthen defense as characters reach higher levels, but that can get ridiculous; worse, you may end up with very long battles when no one gets the drop on the other side. Moreover, super-powerful characters (such as high levels) don't fit the standard fantasy or science fiction stories where the hero, at least at first, is a relatively normal not-so-powerful character. In other words, people can’t identify with those very strong characters; although you can counter that by saying people can identify with superheroes in superhero gaming, so why not in fantasy or science fiction? But superhero stories (comics) are quite different from fantasy and science fiction stories. (In particular, there’s a tendency to have lots of one-on-one matchups in superhero fighting, by design.) Is there any solution? I can think of several. [HEADING=1]Stop While You’re Ahead[/HEADING] You could stop playing when the characters get too powerful, and start a new campaign, or start new characters and only use the super-powerful characters in a really extraordinary situation. I’ve always preferred that each player have several characters available to play, so that an appropriate party can be gathered for any prospective adventure. That's not so much a solution as a palliative, but it's the nature of the game; and I would say that if you have any kind of combat game, not just a role-playing game, where you have a strong progression of capability, you can have these problems of shooting first and overwhelming offense. On the other hand, if people are playing for the story and are not actually worried about losing, they may not take advantage of these two problems. This is why, at the start, I specified a [B]combat [/B]RPG. Another kind of RPG may not suffer this problem. Or the designer may have insured that the adventurers are always “human not superhuman." (See [URL='https://www.enworld.org/threads/worlds-of-design-human-vs-superhuman.679793/].']Human vs Superhuman: Functional vs Emotional Modeling[/URL]) [HEADING=1]Take Time to Get There[/HEADING] Another solution is to make sure it takes a huge number of adventures to reach the rarified air of great combat power. That’s my preference, but it may not be for everybody: with each iteration of D&D, advancement has sped up so that there’s an expectation that characters level up quickly. Unless you’re using milestone leveling or some other system not tied to gaining experience points from combat, players will expect a steady progression. Slowing things down requires a conversation with players beforehand so they understand that they will level up at a slower pace than they might expect. [HEADING=1]It’s Not the Destination, It’s the Journey[/HEADING] Another solution would be to make sure everyone understands that their characters will almost certainly die before reaching the super-powerful levels. If it takes a telescope (so to speak) to look up to the next level, then players may pay attention to the journey more than the destination. So enjoy life and heroism while you can! [B]Your Turn: How do you manage high level characters in your campaign?[/B] [/QUOTE]
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