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Community
General Tabletop Discussion
*Dungeons & Dragons
"You walk down the road, party is now level 2."
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<blockquote data-quote="Lanefan" data-source="post: 9573641" data-attributes="member: 29398"><p>Directly, nowhere. Indirectly, all over the place:</p><p></p><p>--- levelled NPCs (those levels had to come from somewhere)</p><p>--- the allowed ability for players to retire one character (or if it dies) and bring in another at the same or similar level (again, where did those levels come from before this character became a PC?)</p><p>--- encounters with other adventurers or adventuring parties as a feature of "official" published adventures</p><p>--- etc.</p><p></p><p>The rules might not dictate it but worldbuilding logic does.</p><p></p><p>Training.</p><p></p><p>Levels as a concept either <em>do</em> or <em>don't</em> fit organically into a D&D setting. That all PCs and quite a few NPCs have levels forces the "do" option as the default, and as we're not told how to make this work it's left to us to make something up. In other words, we're expected to take these game-play conceits and try to shoehorn them in to a viable believable world-build - and it's quite easily doable provided one first defaults to PCs and NPCs using the same mechanics.</p><p></p><p>If one wants the PCs to be representative of their setting (i.e. to have been ordinary inhabitants of said setting up till now and remain so through their played careers) then that symmetry is essential.</p><p></p><p>If, on the other hand, one doesn't care if the PCs are mechanically different (and, in the metagame, is willing to put up with endless squawks of "Why can't my character do that?" when that symmetry falls in the PCs' disfavour), then go to town on this.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9573641, member: 29398"] Directly, nowhere. Indirectly, all over the place: --- levelled NPCs (those levels had to come from somewhere) --- the allowed ability for players to retire one character (or if it dies) and bring in another at the same or similar level (again, where did those levels come from before this character became a PC?) --- encounters with other adventurers or adventuring parties as a feature of "official" published adventures --- etc. The rules might not dictate it but worldbuilding logic does. Training. Levels as a concept either [I]do[/I] or [I]don't[/I] fit organically into a D&D setting. That all PCs and quite a few NPCs have levels forces the "do" option as the default, and as we're not told how to make this work it's left to us to make something up. In other words, we're expected to take these game-play conceits and try to shoehorn them in to a viable believable world-build - and it's quite easily doable provided one first defaults to PCs and NPCs using the same mechanics. If one wants the PCs to be representative of their setting (i.e. to have been ordinary inhabitants of said setting up till now and remain so through their played careers) then that symmetry is essential. If, on the other hand, one doesn't care if the PCs are mechanically different (and, in the metagame, is willing to put up with endless squawks of "Why can't my character do that?" when that symmetry falls in the PCs' disfavour), then go to town on this. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
"You walk down the road, party is now level 2."
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