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Post by Finarvyn on Mar 31, 2011 10:11:13 GMT -6
An interesting post on Grognardia about level ranges of classic D&D and AD&D modules from "back in the day." I know that OD&D seemed to top out somewhere around level 10-12 (maybe 14-16 when supplements are added) and AD&D was supposed to max out at 20th level. 3E expaned with Epic levels that brought the game to 30th level. (BECMI D&D actually went as high as 36th level.) I think that this sort of thing tends to skew one's thinking about what it means to be "high level" in the game. Anyway, I thouhgt that James' post on Grognardia was pretty cool and wanted to direct folks there if they haven't seen it.
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Post by cooper on Mar 31, 2011 10:44:56 GMT -6
Looking at the combined chart I made, HERE what struck me is that everyone kind of topped out combat wise at 12th-14th level. Wizards got their 6th level spells, thieves got 100% in their thieving abilities, fighters hit the best Thac0 etc. I see it as: heroic tier: 1-5 paragon/super-heroic: 6-12 epic/demi-god: 13-15 lesser gods: 16-17 greater gods: 18+ I'm evening toying with the idea of requiring gold peice value in "followers" for xp past 12th level and start introducing dieties and demi-god abilities for each level past 13th. So a demon like Lloth wants to conquor worlds like in Queen of the Demon Web Pit because a conquored population is worth "xp" for leveling purposes. So the idea of god-hood is predicated on how many prime material planes you've conquored (using chainmail of course) and also explains (for me) why Iuz and other such nefarious sorts are always trying to enslave the world they live in and why demons are trying to over run prime material planes as well. So things like limited wish and other 7th+ spells are really the pervue of demi-gods and gods etc.
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Post by Finarvyn on Mar 31, 2011 15:43:15 GMT -6
Cooper -- I did a similar thing and posted it on James' blog. Here was my analysis:
I took the list of 36 modules, calculated the average suggested level for each, and charted it to see what patterns emerge. I found that 12 of the modules fell into the average level 2-3 range, 12 of the modulres fell into the average level 4.5-8 range, adn 12 of the modules fell into the average level 10-12 range.
So my tiers broke down a little different than yours, but essentially we had the same conclusion.
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Deleted
Deleted Member
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Post by Deleted on Mar 31, 2011 17:08:38 GMT -6
Some food for thought from an article that I started writing about leveling in old school D&D, but never finished:
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Apr 1, 2011 11:14:10 GMT -6
Mostly the way the XP charts are laid out, you run out of gas at the level you roll your last hit die. After that, you require lots of XP to gain another level.
In my re-write, I combined the idea of 3.5e with ODD by using the 1000 point base for 2nd level and use that for all classes. For dual class, double the amount needed. Since the XP requirement is double for the next level, this ensures that a dual class character will always lag 1 level behind the party. First level is a "hell" level for dual class. They watch the rest of the party get to 2nd level while they are only half way there.
As for the actual level naming, I enjoyed the ODD style with hero/super-hero and generally dislike the idea of the "God" classes. To my mind, once you've hit 13th or 14th level, you are a king/overlord/whatever and don't go adventuring anymore. The most fun ODD can be is in the "tween" levels around 4-8 about the time you hit "hero". A half year in if you are playing weekly.
John
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