Brova
2015-09-27, 04:27 PM
Agreed. However, I think that what changes is not which power levels are available, but the arc of what power levels are available when and for how long. Rather than an either/or, I would posit that the preferable solution would be both/and. This would prolong the Lord of the Rings through Mistborn power levels, and compress the Magic: the Gathering levels toward the top (where the game might be approaching epic-level anyway).
While prolonging the number of levels that LotR through Mistborn lives at is fine, I think it's actually better to cut down the number of levels and change the leveling system. If your story is best told at 5th level, you should just stay 5th level until that story ends or advances to a point where you need to be 6th level or 8th level or 15th level. That also removes all of the problematic aspects of XP points. At that point, it's just down to defining what "tiers" should exist, deciding how many levels of granularity should happen at each of those tiers, and designing a system that works that way.
Part of the problem is that it is quite exclusively the magic system (and by extension, magic items, spell-like abilities, etc) that facilitates the shift from low to mid to high level capabilities.
Yes. That's because the "magic" power source can break with reality in a way that the "swords" power source doesn't. You can either fix that by allowing everyone to use the magic power source, or by allowing the swords power source to grant high level abilities.
I mean sure, we could suddenly say, "An Angel of the Lord grants you the ability to cast spells as a Cleric with a level equal to your Hit Dice" or "Your ancient Atlantean blood gives you the ability to cast spells as a Sorcerer of the same level," but if it were my character, I might respond with something like "Can't we just do an adventure where my character's force of personality and martial prowess are still relevant instead?"
I don't think there's any easy answer for that.
There are two solutions to that problem.
The first is the one you've outlined. You decide when "has a sword" stops being level appropriate, and then you force people to become Angel Blessed or Dragon Knights or Demon Samurai or whatever. And there is the possibility that people won't want to do that, but I think if you emphasize that doing that is how high level works and that playing at whatever level has the stories you want to tell is acceptable, you would cut down on that a lot. This solution is probably the easiest to implement in the current game (because you can just give people casting as you've described).
The second is to ensure all your classes scale to whatever power level you want. So rather than having a Knight class that is not level appropriate at 11th level and forcing people to become Planar Champions or Harmonic Crusaders, you have a Paladin class that simply naturally scales into having level appropriate high level abilities like "summon angels" or "divine invulnerability". So your "mundanes" aren't Fighter/Rogue/Ranger/Barbarian, they're the Hero (you are plucky, you get to shrug off status effects, inspire your allies, and slap people stunned), Assassin (you get shadow powers, probably some super lethal poisons), Beastmaster (you have a scaling animal/magical beast pet and you gain scaling animal/magical beast powers), and Berserker (your rage eventually makes you giant and lets you shatter mountains).
The first is easier to do in 3.5, but I think the second is better design.
While prolonging the number of levels that LotR through Mistborn lives at is fine, I think it's actually better to cut down the number of levels and change the leveling system. If your story is best told at 5th level, you should just stay 5th level until that story ends or advances to a point where you need to be 6th level or 8th level or 15th level. That also removes all of the problematic aspects of XP points. At that point, it's just down to defining what "tiers" should exist, deciding how many levels of granularity should happen at each of those tiers, and designing a system that works that way.
Part of the problem is that it is quite exclusively the magic system (and by extension, magic items, spell-like abilities, etc) that facilitates the shift from low to mid to high level capabilities.
Yes. That's because the "magic" power source can break with reality in a way that the "swords" power source doesn't. You can either fix that by allowing everyone to use the magic power source, or by allowing the swords power source to grant high level abilities.
I mean sure, we could suddenly say, "An Angel of the Lord grants you the ability to cast spells as a Cleric with a level equal to your Hit Dice" or "Your ancient Atlantean blood gives you the ability to cast spells as a Sorcerer of the same level," but if it were my character, I might respond with something like "Can't we just do an adventure where my character's force of personality and martial prowess are still relevant instead?"
I don't think there's any easy answer for that.
There are two solutions to that problem.
The first is the one you've outlined. You decide when "has a sword" stops being level appropriate, and then you force people to become Angel Blessed or Dragon Knights or Demon Samurai or whatever. And there is the possibility that people won't want to do that, but I think if you emphasize that doing that is how high level works and that playing at whatever level has the stories you want to tell is acceptable, you would cut down on that a lot. This solution is probably the easiest to implement in the current game (because you can just give people casting as you've described).
The second is to ensure all your classes scale to whatever power level you want. So rather than having a Knight class that is not level appropriate at 11th level and forcing people to become Planar Champions or Harmonic Crusaders, you have a Paladin class that simply naturally scales into having level appropriate high level abilities like "summon angels" or "divine invulnerability". So your "mundanes" aren't Fighter/Rogue/Ranger/Barbarian, they're the Hero (you are plucky, you get to shrug off status effects, inspire your allies, and slap people stunned), Assassin (you get shadow powers, probably some super lethal poisons), Beastmaster (you have a scaling animal/magical beast pet and you gain scaling animal/magical beast powers), and Berserker (your rage eventually makes you giant and lets you shatter mountains).
The first is easier to do in 3.5, but I think the second is better design.