Originally posted by Blue_Wyrm
View Post
Am I suggesting to only make foolhardy characters? Well... to some measure, yes. Adventurers are those who are outgoing enough to take some risks and ripe the rewards. Those that don't, apart from wizards, simply do not make it to Level 1. Duchesse Whatchamacalit, Lord of Waterdeep and shrewd politician who keeps to her audiences and directs a sprawling city, is still Level 0 according to the system. Duke MiumMcburger, also Lord of Waterdeep but who has ties to the Waterdeep underworld and once was part of it, probably has some rogue levels, because he lived in the rough for a while. Well to me it all makes sense, anyway.
Unfortunately, we're forced into going into dungeons grinding over and over again to gain levels. This is why I try to grind solo whenever possible (though it's impossible for wizards at low levels), as that way I can say that my character gaining increased ability was simply from research and practice rather than running around blowing shit up in a dungeon over and over without having anyone to say otherwise.
EDIT: I slipped a bit, but anyways, what I meant was that in D&D, "Level" refers semantically to "Adventurer Level" more than "Character Level", which is much broader in sense. It seems to be the flaw you see in it all, but well, yeah, as I said it's a dead-end.
Originally posted by Aux
Originally posted by Machiavelli
Look to WoW for an example of this. The best enemy factions in the game were the ones that had real reasoning behind their actions. The Defias Brotherhood was a band of former architects that were not given their payment when they rebuilt Stormwind and cast out of the city for requesting it, thus were opposing the city out of revenge for an obviously immoral action. It was something that, if you thought about it, your character could in fact find sympathy for. Same thing with the Scarlet Crusade, which was a zealous crusader faction against the undead, obviously doing the work of the good guys, yet their hard stance about having non-Crusaders in the Plaguelands (killing them in case they might be undead spies etc) made them out to be an enemy faction. Yet your character had every ability to step back and realize that the Scarlet Crusade was actually a good faction, and was actually doing more successful work against the Scourge than the Argent Dawn, the 'good guy' undead hunting faction.
They also provide for a much better dungeon experience. Sentient dungeons don't need a DM to be there, you have the ability to tailor the dungeon to be its own self-contained story. Again, WoW was amazing in their ability to take dungeon crawling and give it life by the way they built the encounters. Bossfights against intelligent mobs in the game were some of the funnest I've seen so far.
In DnD terms, the best factions are the humanoid ones. Luskan, the Zhentarim, Thay, etc. Though even then DnD is big on demonizing all of them with the typical 'arrogant and dumb outwardly evil' traits, though they have started changing this which is good (Thay for instance becoming mysterious and powerful merchants instantly turned them from yet another boring evil tyrant nation into a unique and original "antivillain" nation (antivillain meaning they're still villains, but they have a quality that allows them to be allies with the heroes). Thay was completely demonized and boring in the original 'Dreams of the Red Wizards' handbook from 1988, but nowadays they've become a very unique and intriguing power in DnD lore)
Okay, my post is getting too long, so I'll just cut it off here.

Comment