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General Tabletop Discussion
*Dungeons & Dragons
"You walk down the road, party is now level 2."
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<blockquote data-quote="AnotherGuy" data-source="post: 9573746" data-attributes="member: 7029930"><p>Well I see this conversation has progressed with other posters but nevertheless.</p><p></p><p>The OP described the PCs walking down the street and essentially levelling up as they overcame an encounter...then went fishing and levelled up etc</p><p>The main idea being that levelling in D&D is fast and furious.</p><p></p><p>Now from a world building perspective (and whether you wish to differentiate between design and world building I don't think holds much water), the above is rather silly.</p><p>There are many threads here which deal with worldbuilding, specifically how posters look at the D&D economy, races and their ages, age and skill proficiency, age and abilities, impact of spells such as create water, cure wounds, resurrection, plant growth etc, clerics and their services, magical item creation, downtime activities, healing rates etc. One of the things that is also looked at are levels.</p><p></p><p>So world building is an important aspect for many players. The impact of their character's abilities on the world is measured and thus the rate at which they can perform these abilities (refresh/recovery rules) as we as obtain these abilities is also discussed. It's why on the main variant recovery rules, slower advancement, level capping (E6 and E8), tiered playing are common place topics. It's all worldbuilding related.</p><p></p><p>Given this is important for a large part of the playerbase to make sense of their D&D world, IMO it would have been smart for D&D to address this.</p><p>One way I think this can be done is by flattening the power level. Power level expands horizontally and let vertical power come through tiered play.</p><p>This idea I believe has the possibility of helping with worldbuilding including low-high magic settings, mundane and supers play, age relation to skills and power etc.</p><p></p><p>To ignore the desires of a large part of the playerbase for an issue that's been around since day 1 is not helpful.</p><p></p><p>EDIT: I think the inventions e6 and e8 during the 3e era, the 4e ritual system and its deeper look at tiered play, the gritty rest rules of 5e are some of the better strides towards addressing this concern.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9573746, member: 7029930"] Well I see this conversation has progressed with other posters but nevertheless. The OP described the PCs walking down the street and essentially levelling up as they overcame an encounter...then went fishing and levelled up etc The main idea being that levelling in D&D is fast and furious. Now from a world building perspective (and whether you wish to differentiate between design and world building I don't think holds much water), the above is rather silly. There are many threads here which deal with worldbuilding, specifically how posters look at the D&D economy, races and their ages, age and skill proficiency, age and abilities, impact of spells such as create water, cure wounds, resurrection, plant growth etc, clerics and their services, magical item creation, downtime activities, healing rates etc. One of the things that is also looked at are levels. So world building is an important aspect for many players. The impact of their character's abilities on the world is measured and thus the rate at which they can perform these abilities (refresh/recovery rules) as we as obtain these abilities is also discussed. It's why on the main variant recovery rules, slower advancement, level capping (E6 and E8), tiered playing are common place topics. It's all worldbuilding related. Given this is important for a large part of the playerbase to make sense of their D&D world, IMO it would have been smart for D&D to address this. One way I think this can be done is by flattening the power level. Power level expands horizontally and let vertical power come through tiered play. This idea I believe has the possibility of helping with worldbuilding including low-high magic settings, mundane and supers play, age relation to skills and power etc. To ignore the desires of a large part of the playerbase for an issue that's been around since day 1 is not helpful. EDIT: I think the inventions e6 and e8 during the 3e era, the 4e ritual system and its deeper look at tiered play, the gritty rest rules of 5e are some of the better strides towards addressing this concern. [/QUOTE]
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"You walk down the road, party is now level 2."
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