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5 months ago ::
Dec 23, 2012 - 5:38PM
#11
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Dead levels leave you feel like you've worked for nothing.
I do not understand this sentiment. Please, anyone who thinks they can, explain it to me.
To help, I will give my own view - playing the game is fun. By playing the game, I mean the in-and-out procedure of every session as a whole... you adventure, crazy stuff happens, you fight to survive and accomplish your goal, and you move on repeating that process (more or less) for the entire campaign until the story is finished.
Why does gaining a level have to include some intersting choice or large mechanical benefit other than HP and maybe an attack bonus in order to be fun? Isn't the "point" of the game playing out the adventures and the role of your character?
I guess I just see it as playing a level 3 character is fun because the adventure creates lots of opportunities for fun, playing a level 4 character is fun because the adventure creates lots of opportunities for fun... but the tiny (in the scope of the campaign) moment when we stop playing and do the book-keeping of increasing from level 3 to level 4... why does that have to involve certain stuff in order to be fun? Isn't it actually a brief distraction from the fun? That's what I think of it as, especially when it takes more than a minute to do because you have to make (or have pre-planned) a choice with lasting effects on your character.
Part of it comes from feeling left out. Since this is the holidays, let's use a Christmas example. The party rushes downstairs on Christmas morning, with bleary but eager eyes, excited to see what new toys they have toi play with. The wizard gets an x-box, the cleric gets mountain bike, the rogue gets a skateboard, and the fighter gets that pair of socks his parents have been saying that he needs. A dead level is socks for Christmas.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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5 months ago ::
Dec 23, 2012 - 5:43PM
#12
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Date Joined:
May 27, 2012
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To help, I will give my own view - playing the game is fun. By playing the game, I mean the in-and-out procedure of every session as a whole... you adventure, crazy stuff happens, you fight to survive and accomplish your goal, and you move on repeating that process (more or less) for the entire campaign until the story is finished.
I entirely agree with you, and I don't really see the point of getting a million minor abilities across twenty levels, but someone above also raised a really good point: if you don't like getting new stuff, then why does it really matter if you gain a level or not? Why not just stay level 4 or 6 or whatever, and play out the whole story that way?
The metagame is not the game.
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5 months ago ::
Dec 23, 2012 - 5:44PM
#13
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Date Joined:
Sep 25, 2007
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If you don't mind not getting new stuff when you level, surely you don't mind not leveling, do you?
For those who do want levels to actually matter, they're the ones who get gimped out of this "dead levels" deal.
Levels matter even when all you get is more Hit Points - at least that is my view, and I don't mind if HP is all I get... as for not leveling... I wouldn't mind so long as the challenges stayed relevant to my level rather than accelerating while I get left weaker and weaker in relation.
The idea that a level is "dead' just because it has less numerous things that you gain than other levels... where does that even come from? I don't really follow the logic behind it... it seems way too all-or-nothing in application where there is some arbitrary threshold below which all levels are "Dead" no matter what they actually do for your character.
...and the fact that I have seen someone (can't quite remember who) declare that a level is "dead" even when you gain HP, attack bonus, and another martial damage die because "all of those are boring," actually kind of scares me - I feel like maybe I'm just not cut out for "new school" games when I see people so tweaked on crunch that it seems like they aren't even playing the game for the play (all that stuff that happens during a level) but just for the ding (the moment when you crunch some new numbers and jot down a new 'thing').
Careful, man. That much logic might be illegal on the internet. - Salla
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5 months ago ::
Dec 23, 2012 - 5:45PM
#14
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Dead levels leave you feel like you've worked for nothing.
I do not understand this sentiment. Please, anyone who thinks they can, explain it to me.
To help, I will give my own view - playing the game is fun. By playing the game, I mean the in-and-out procedure of every session as a whole... you adventure, crazy stuff happens, you fight to survive and accomplish your goal, and you move on repeating that process (more or less) for the entire campaign until the story is finished.
Why does gaining a level have to include some intersting choice or large mechanical benefit other than HP and maybe an attack bonus in order to be fun? Isn't the "point" of the game playing out the adventures and the role of your character?
I guess I just see it as playing a level 3 character is fun because the adventure creates lots of opportunities for fun, playing a level 4 character is fun because the adventure creates lots of opportunities for fun... but the tiny (in the scope of the campaign) moment when we stop playing and do the book-keeping of increasing from level 3 to level 4... why does that have to involve certain stuff in order to be fun? Isn't it actually a brief distraction from the fun? That's what I think of it as, especially when it takes more than a minute to do because you have to make (or have pre-planned) a choice with lasting effects on your character.
Part of it comes from feeling left out. Since this is the holidays, let's use a Christmas example. The party rushes downstairs on Christmas morning, with bleary but eager eyes, excited to see what new toys they have toi play with. The wizard gets an x-box, the cleric gets mountain bike, the rogue gets a skateboard, and the fighter gets that pair of socks his parents have been saying that he needs. A dead level is socks for Christmas.
Exactly. +1
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5 months ago ::
Dec 23, 2012 - 5:46PM
#15
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Dead levels leave you feel like you've worked for nothing.
I do not understand this sentiment. Please, anyone who thinks they can, explain it to me.
To help, I will give my own view - playing the game is fun. By playing the game, I mean the in-and-out procedure of every session as a whole... you adventure, crazy stuff happens, you fight to survive and accomplish your goal, and you move on repeating that process (more or less) for the entire campaign until the story is finished.
Why does gaining a level have to include some intersting choice or large mechanical benefit other than HP and maybe an attack bonus in order to be fun? Isn't the "point" of the game playing out the adventures and the role of your character?
I guess I just see it as playing a level 3 character is fun because the adventure creates lots of opportunities for fun, playing a level 4 character is fun because the adventure creates lots of opportunities for fun... but the tiny (in the scope of the campaign) moment when we stop playing and do the book-keeping of increasing from level 3 to level 4... why does that have to involve certain stuff in order to be fun? Isn't it actually a brief distraction from the fun? That's what I think of it as, especially when it takes more than a minute to do because you have to make (or have pre-planned) a choice with lasting effects on your character.
Actually, I think you answered your own question (see bolded text). If the only difference between level 3 and level 4 is 4-16 HP and nothing more...
- There is virtually no new opportunity made for fun, except maybe "you can now do the exact same thing, but with more HP to keep yourself from dying!"
- You are still stopping your play in order to do bookkeeping anyway
If the point of the game is "playing out the adventures and the role of your character", if mechanical progress is not a concern, then leveling in itself does not matter; you can run the game for years and you're still at level 1, but it should still be fun because you're still adventuring and you're developing your character in ways other than levels. It's the exact premise as to why level-less systems like GURPS, FATE and GUMSHOE are fun, since you're roleplaying and adventuring, but without the need for level-based progression.
If levels are to be used, then make levels matter. Otherwise might as well make D&D Next a level-less system so that we can have Bounded Accuracy work 100% as currently designed monster-side.
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5 months ago ::
Dec 23, 2012 - 5:47PM
#16
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Date Joined:
Aug 22, 2007
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It's really about how dead the level is.
Each level you something.
A bad dead level gives you something you barely care about.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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5 months ago ::
Dec 23, 2012 - 5:50PM
#17
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It's really about how dead the level is.
Each level you something.
A bad dead level gives you something you barely care about.
Check out the level 5 to level 6 increase as a fighter. All you get is more HPs.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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5 months ago ::
Dec 23, 2012 - 5:50PM
#18
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Date Joined:
May 22, 2003
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Only gaining HP feels like a dead level, but I'll accept a level where you gain a stat increase in conjunction with an HP increase as a non-dead level. (As long as it's the same for everyone else.)
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5 months ago ::
Dec 23, 2012 - 5:51PM
#19
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Date Joined:
Sep 25, 2007
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If you don't like getting new stuff, then why does it really matter if you gain a level or not?
Not needing something new every level to be satisfied most certainly does not equate to not liking new stuff.
I love to play fighters, and I enjoy it when they pick up a new maneuver, more attack bonus, and more martial damage dice/bonus - but I don't need anything more than some HP for me to enjoy having gained a level.
Why not just stay level 4 or 6 or whatever, and play out the whole story that way?
If the story is only going to involve threats that can be handled effectively by a party of 4-8 characters of 4th or 6th level, I would do exactly that... most stories that happen at my table, however, tend to involve some very powerful beings that would require far to many characters of 4th or 6th level to handle, so we level up and get the things that were preventing 4-8 characters from handling the situation without extra help (namely hit points with which to survive the potent enemy's attacks long enough to fight back).
Careful, man. That much logic might be illegal on the internet. - Salla
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5 months ago ::
Dec 23, 2012 - 5:53PM
#20
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Only gaining HP feels like a dead level, but I'll accept a level where you gain a stat increase in conjunction with an HP increase as a non-dead level. (As long as it's the same for everyone else.)
That's really part of the conversation that's missing. For whom is it a dead level? A dead level all around feels like less of a dead level. A dead level for only one class, especially if it happens a couple times, feels pretty crappy.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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