goodmangames wrote:Wow. First of all, thanks for all the dialogue. This kind of constructive debate is great to read. It's always interesting to realize how an action can be perceived. I have what I think are good reasons for the "level decisions," but reading the comments here makes it obvious that there will be gamers who infer alternate causality to the decision...and that might not be good.
Based on the thread here, I'll focus on getting the full 10 levels into the core book. The beta rules are already with the editor so they'll only have 5 levels. Perhaps that's good; you can get your PCs to level 5 then pick up with 6-10 from the core book.
![Smile :)](./images/smilies/icon_smile.gif)
I think the most important point made in this thread is that, "players shouldn't have to wait for the next book to level up." I don't want a group to reach level 6 after continuous exciting DCC RPG play, only to then realize they can't level up until the next annual comes out! On the flip side, I personally don't feel like I have enough high-level play experience in DCC RPG (yet...) to properly do up the "broader" 6-10 rules right. By that, I mean the non-mechanical rules - things like fighters building keeps and wizards facing off with their patrons to establish true dominance once and for all. So for levels 6-10, the core rules may focus strictly on mechanics and encourage the judge to develop his own higher level plots. Which we all did fine in 1974-1979, so I think that may be okay.
I do indeed intend to include a slower advancement rate. My original idea was that it would take at least a year of once-a-week play to reach level 5. On the flip side, I think some of the ideas on the other leveling thread are brilliant - specifically, the "mini-levels" are a great way to provide "morsels" to a different generation of gamers. I'm personally a fan of level titles, and I think the concept of these "mini-levels" might finally be a great way to integrate titles properly into the XP system. What if each class had three different titles per level, and those titles represented level sub-strata? A level 1 thief is a bravo, then a thug, then a robber; a level 2 thief is a murderer, then a fence, then a racketeer; and so on. Each title could confer one "bonus of choice" from the next level (choose hit points, attack mod, spell, save, whatever), and then the third and final advancement carries the rest of the "full level benefit." Again, too late to catch the beta, but definitely something to play with.
A couple other random points:
CONVERTING CHARACTERS / CHARACTER POWER LEVEL COMPARISONS (from AD&D, from 1E, from 3E, from C&C, etc.): I don't really know how hard the conversion will be, since I haven't personally tried.
![Smile :)](./images/smilies/icon_smile.gif)
Personally I believe conversions from other 3E-derived systems will be roughly compatible, due to the fundamentally same "power scale" of many concepts: same 1 HD per level, same general range of attack bonuses and save bonuses per level, etc. But how the power scale of spells precisely compares...not sure. We'll find out when someone decides to do a lot of conversion.
MIGHTY DEEDS OF ARMS:
GnomeBoy wrote:
I just want to check in on MDAs: You have to roll a three or better on your small die and you have to hit the thing that you're performing the maneuver against. As you level up, you're also probably going to be facing some stuff that's harder to hit than the stuff you fought at 0-level or 1st level. So even if your MDA roll becomes "easy" to make, you may not be hitting any more often (and maybe less). That might be slicker than an AD&D fighter (depending largely on your DM), but compared to 3e, I'm not so sure.
To confirm what GnomeBoy said, that is correct on Mighty Deeds of Arms: the warrior has to succeed in his basic attack roll, AND roll sufficiently high on his extra "small die." You guys are right that the odds of rolling high on the "small die" get a lot higher at high levels. But you also have to hit opponents with higher armor classes! What I like about the "small die" at higher levels is that it allows the fighter to score lots and lots of cool moves against weaker foes -- the level 5 warrior will indeed constantly succeed in his Mighty Deeds when fighting hordes of kobolds -- but it balances against the higher ACs of more difficult foes. Against an AC 24 dragon, the Mighty Deed is still only going to succeed every third or fourth attack.
The Free RPG Day module is at the printer now, and the beta rules are with the editor. It will be a lot easier for us all to talk after June 18, when we're all looking at the same rules set!
In the meantime, here's the cover for the Free RPG Day module. Full details going up on the web site tomorrow. It includes two adventures, both short and sweet: a level 0/1 adventure by me, and a level 5 module by Harley. Both are a lot of fun. And wait till you guys see the maps. We spent a lot of time thinking about the art direction there. Doug knocked them out of the park -- they take "illuminated map" to a whole new level...
![Image](http://www.goodman-games.com/images/GMGFRPGD11CoverLarge.jpg)