elliotbay said:There's still a feeling of advancement.
Avaran said:elliotbay said:There's still a feeling of advancement.
If I am getting less than a build per year (as an example), where is my feeling of advancement? Do I have to wait for 3 years before I can have that feeling so I have 3 build to purchase that next spell slot/skill/weapon skill?
elliotbay said:Avaran said:elliotbay said:There's still a feeling of advancement.
If I am getting less than a build per year (as an example), where is my feeling of advancement? Do I have to wait for 3 years before I can have that feeling so I have 3 build to purchase that next spell slot/skill/weapon skill?
So, maybe there's not at that point. I would still feel better about a system in which you gradually get to that point than a system with a brick wall. It also seems more realistic to me. There's no point in real life where you hit a point and its impossible to get any better at tasks. It just gradually happens that it's harder to noticeably improve.
It doesn't come suddenly, though, and it's not the same for everyone.Wraith said:There most definitely is a point in real life where you hit your peak and start to decline. Just compare Arnold Schwarzenneger now to the Conan days.
Wraith said:Still, I like a level cap. It provides us with two useful things.
Firstly, it serves as a control for the end-game scaling. Low-level characters can survive and thrive in a level ~20 scaled town mod, and high-end enemies stay scary without having to resort to Dragon Magic and a 8.5" x 11" monster card to list all of their defenses.
Secondly, it gives us a time frame for a character's goals. As I like the game scaled, it should be deadly enough that by the time a character reaches level 20, it will most likely have taken a few deaths, and be very leery of taking the big risks that an up-and-coming character might due to the increasing chance of permanent death. Additionally, more of their challenges should be political rather than straight up questing, simply because very powerful adventurers are the sort of thing the local government will either see as a threat or a great asset, often both at the same time.
Ideally, although it doesn't work for all PC's, a high level character should be in a position of responsibility that requires them to make choices that are more important than the loot they get. Having an actual IG nobility that -matters- is a big part of that, although at least in the chapters I play in, it is rather scarce. Likely due to the increase in antiheroic concepts rather than the traditional hero, but that's another thread entirely.
This means that the rewards for players who have hit cap have to be in other places than build. Accomplishing plot points, surviving epic challenges, and working towards their goals are what the focus becomes, rather than buying that next prof or spell.
Poalo said:The reason why XP is needed at some level is because while everyone may not get the same amount of build from attending an event. The amount of build that everyone receives is proportional to everyone else. The XP that everyone gets from something is the same, the amount of build is not. It is a lot easier to say/write "Everyone who attends a long weekend receives 90 XP.", then to say/write "Joe gets 9 build for a long weekend, Bobby gets 5, and Larry gets .7"
Mike D.
jpariury said:Not "you must have memorized one", but "you must have that spell slot" rather than the current "you can cast up to four levels higher than you spent build on".
I'm not a fan. I'd rather it be "you must be capable of producing it to use it" for alchemy.
Cpt.MarcusNelson said:We just got a nifty magic item that can only be used by lvls 11 and lower. it seems like a cool concept for magic items. I like the idea of restricing magic items to class/lvl. That way lower level characters would not get constantly screwed and fighter/ rouges could get items that actually benefit their class as opposed to random magic effects.
Fearless Leader said:Cpt.MarcusNelson said:We just got a nifty magic item that can only be used by lvls 11 and lower. it seems like a cool concept for magic items. I like the idea of restricing magic items to class/lvl. That way lower level characters would not get constantly screwed and fighter/ rouges could get items that actually benefit their class as opposed to random magic effects.
How do we explain that IG when levels are an OOG concept?