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level Cap

Posted: Thu Jan 12, 2006 12:34 am
by GlassRain
I can hear the groans already. Even still, I suggest a level cap instead of seeing high levels that havn't really done anything. I mean technically kings of the land are only level 6 or so in Source material. Why should we have level 9-10+ characters running around? As a DM my biggest pain is when you encounter high level PCs that destroy everything you throw at them in a matter of rounds. Where is the fun? *spawns dragon*

On a serious note I say level cap at 6. Downgrade xp rewards to truelly trivial. Encourage the building of character rather than xp. then maybe after a year or so we could raise the cap a couple levels. keep the community from growing into what ALFA1 did. tons of high levels that blitzed to level 6+ and have the background of a toaster stroodle.

Flame on.

Posted: Thu Jan 12, 2006 2:53 am
by Fionn
Most of the 10+ I know have quite the story. Many don't put it all in their description, nor shout it to strangers.

Posted: Thu Jan 12, 2006 3:02 am
by Grand Fromage
I'd like a XP cap per week or something along those lines, but don't see the need for a level cap. ALFA's been live three months shy of three years now and only one PC has gotten to level 20 in all that time, and the next highest was 17, I believe. That seems about right to me.

Posted: Thu Jan 12, 2006 4:12 am
by Rotku
Well, I (the only opinion that counts) agree completely with GlassRain. XP matters too much for a world that should focus around RP and character building.

Re: level Cap

Posted: Thu Jan 12, 2006 4:19 am
by AlmightyTDawg
GlassRain wrote:As a DM my biggest pain is when you encounter high level PCs that destroy everything you throw at them in a matter of rounds. Where is the fun? *spawns dragon*
Strong combat challenges for high level players broadly applied are, from my opinion, generally nonsensical from a canon perspective. Particularly given the "slow advancement" ethic we have. There are a very limited number of locations, typically fixed "dungeon" or geographic locations, that hold a sufficient number of high-CR creatures. The blind spawning of enough mid-to-high-CR creatures to present a suitable challenge multiple times over the course of a level ends up getting a bit silly. And fixed dungeons/locations are somewhat difficult to justify repopulating if ever actually cleared much of the time (short of Undermountain).

Typically, up towards that level, you're angling more towards cerebral or moral issues, and strong-thinking enemies who maneuver indirectly rather than attack head-on. Oftentimes, the management of lower-level PCs and their concerns can also be a strong emphasis.

But to suggest a level cap seems to be a bit unfortunate to me. Probably the real issue is attrition of mid-to-high levels, not having them. A level cap would have the unfortunate emphasis on certain classes, neglect PrCs, and might overemphasize build stats and min-maxing.
GlassRain wrote:Encourage the building of character rather than xp.
That's as much a function of DMs as anything else. If DMs get a reputation of rewarding a certain play style, people tend to gravitate towards it. The trick is to find a middleground and encourage "adventuring" in the mix.

Re: level Cap

Posted: Thu Jan 12, 2006 4:42 am
by MShady
GlassRain wrote:I can hear the groans already. Even still, I suggest a level cap instead of seeing high levels that havn't really done anything. I mean technically kings of the land are only level 6 or so in Source material. Why should we have level 9-10+ characters running around? As a DM my biggest pain is when you encounter high level PCs that destroy everything you throw at them in a matter of rounds. Where is the fun? *spawns dragon*

On a serious note I say level cap at 6. Downgrade xp rewards to truelly trivial. Encourage the building of character rather than xp. then maybe after a year or so we could raise the cap a couple levels. keep the community from growing into what ALFA1 did. tons of high levels that blitzed to level 6+ and have the background of a toaster stroodle.

Flame on.
Glassrain, if high level PCs are a pain to you... don't play with them. Or don't throw stuff at them they'd destroy in seconds. I think part of the opinion you've formed on higher levels is not knowing how to DM them. It IS harder, it can also be pretty rewarding. Everyone has there preferences, but legislating your preference into a level cap is a bit much. Frankly, I find your opinion, rude, disrespectful and uninformed. I've rarely seen any higher level with a background of 'toaster stroodle', and that you seem to think that is kind of indicative that you haven't familarized yourself with too many of them and, as you state, you don't like to DM them. So how much would you know about them? Even if I disagree with your original point, that's fine... but the rest of it was surprisingly crass for someone I generally respect. Quite the opposite, most have a fairly involved background.

Mike

Posted: Thu Jan 12, 2006 4:51 am
by Creslyn
To summarise AlmighT's post, level caps are a poor substitute for a well planned and executed campaign.

Posted: Thu Jan 12, 2006 8:06 am
by witch
To summarise AlmighT's post, level caps are a poor substitute for a well planned and executed campaign.
amen

that and there is alot more a dm can do with high levels then throw things at them.

Posted: Fri Jan 13, 2006 12:19 am
by GlassRain
Seems my point has ben missed. Unfortunate. Let me try this again however first two responses:

Mshady, My post was made with a smile on my face not a torch in my hand. I appologize if you took offense to my comment about the pastry, however, it was not my intention. I am not attacking your character nor any other high level character that has a decent amount of background. In fact I am not attacking any higher level character with limited background, I expected my comment to be taken as a jab in the side, instead of a fist to the face. As for your disagreeing with my opinion, thank you for your comments, though as you are entitled your opinion.. thus so am I.

As response to other plots than just throwing monsters at people. I was a bit loose with my wording. My Intention was not to say that there arn't plots that can keep a high level entertained without ever slaying a monster merely that combat for a high level becomes a bit frustrating from my experiences. Take that as you'd like.

What I suggest is likely not going to happen but I am still concerned with the leveling rate we have seen in ALFA1.
ALFA's been live three months shy of three years now and only one PC has gotten to level 20 in all that time, and the next highest was 17, I believe. That seems about right to me.
To this I agree for higher levels 13-20 (though there are a few I disgree with but that's my personal opinion... no it's not your character Mshady) however my problem is with the leveling rate of the character 1-6. It seems to be common ground that these are the training wheel levels and meant to be blitzed through in a month or two. Now that's a general statment and I appologize to those who didn't do as I said, but again.. in my expereinces there has been more than one case. my proposal isn't to limit character progress as much as it is to promote it. I agree though that my level cap might be a bit steep. Maybe validation at lower levels would work jsut the same.

Now as Almighty wrote about "Encourage the building of character rather than xp."
That's as much a function of DMs as anything else. If DMs get a reputation of rewarding a certain play style, people tend to gravitate towards it. The trick is to find a middleground and encourage "adventuring" in the mix.
This much is true and I respect that DMs have certain things they like to do and wouldn't change that. So a player cap or rather, as GF proposed a xp cap per week would adress this. Players wouldn't feel the need to jump at a quest that doesn't go along with their characters background.

In closing we have 4 options now:

1.Level cap
2. Lower level validations
3. Xp cap/week (this third option may apply to a totally different subject but it's still a viable solution)
4. Leave it as is

More input would be nice though I would like to remind all readers that this topic is not about my ability to DM/RP and any comments I make that you find offensive I will appologize for as my posts are usually light hearted.

Posted: Fri Jan 13, 2006 12:25 am
by Overfilled Cup
If the level cap was lvl 6 it would ruin this world for me.. IMO it would ruin diversity amongst different characters and force everyone to build the same old front loaded type of pc..creativity and planning put into a character and into what they can develop into long term is a wonderful part of this game.

Level 20 is plenty of a lvl cap for my taste.

Posted: Fri Jan 13, 2006 12:29 am
by Mikayla
Level Cap at 6? Soooo...we play our PCs for a couple months then just retire? I would not be interested.

Level Cap at 20 is fine however, as is a weekly exp gain cap.

Posted: Fri Jan 13, 2006 12:58 am
by GlassRain
Perhaps tighter restraints on who is allowed into AFLA2? Or rather a training session, probation status and so forth?

Posted: Fri Jan 13, 2006 1:09 am
by PensivesWetness
GlassRain wrote:Perhaps tighter restraints on who is allowed into AFLA2? Or rather a training session, probation status and so forth?
it took me a year and some days to achieve Level 10, with out dying but once (during my tour in the Daggerford Militia, no less ;)). certainly had many, MANY oppertunities to add to that total...

Level 10 in a year is fine to me. if you spent that much time on one Character, then that rate of progression is acceptable...

i think the line of thought is reserved for the lower levels, that is, at 6 months of charactor existance, should they have achieved level 6 by then?

/me huggles Rick12346577956099.00 anyway :)

Posted: Fri Jan 13, 2006 2:24 pm
by Twiggy
PW wrote:it took me a year and some days to achieve Level 10, with out dying but once (during my tour in the Daggerford Militia, no less Wink). certainly had many, MANY oppertunities to add to that total...
Pfft....it took me over two years without dying at all. :lol:

Posted: Fri Jan 13, 2006 2:54 pm
by Keith Mac
I personally also would not play in a world that left a limit on advancement as to LVL's attained......that being said I have always advocated an EXP cap per week........or per month.......one to two thousand per week or four to eight thousand per month......Every discusussion based on this concept has left these numbers being generally agreed upon.....As for the rate of advancement....if you are within these perameters then so be it.......I personally do not like the One lvl per month that one server adheres to.....It is lopsided against low lvls who naturally will advance quicker....as is the case with any profession/skill in real life.....at one thousand per week of RL it would take almost Four years(36 IG) to attain 20th lvl assuming that every week you attained the max cap, at two thousand per week it would take almost two years(18 IG).......Therefore I feel personally that Six thousand per month (for those who play every other week but for longer stints) would suit our world just fine........