OK I'm not talking about escalation in Dogs, which is awesome, but unnecessary mathematical escalation.
IMO D&D has been plagued with unnecessary maths (THAC0 anyone?) but recently I've become sick of unnecessary mathematical escalation. My chance to hit goes up, so the monsters AC goes up. My AC goes up, so the monsters are better at hitting. Also, I need a better magic sword and armor all the time to cope. Nowhere is this more evident than in 4e where almost everything goes up every two levels. (And where forum posters complain if the escalation maths is not perfect.)
I suppose you could say this doesn't really matter in a world of personal computing where character sheets can be updated automatically. Only this doesn't work if you level in the middle of a game and I hate it that players have to check their sheet everytime they need to make any roll because their Stealth bonus has gone up again.
So I was shopping around for a game that felt like D&D but didn't have this problem (and improved some other things for my play style) and found Dungeon World / Apoclaypse World and I'm very, very happy. Sure your stats jump every few levels and the moves make you tougher, but basically the unnecessary maths escalation is gone.
Well almost. There is still Hit Points (HP). My HP go up every level, and so does the monsters. Some concerns I have with this:
- Unless my damage goes up in proportion won't fights get longer? Some people like this, but I'd like to keep fights short. Getting this balance right is hard, and some forum posters complain that 4e feels like a grind because the damage balance is not right. Dungeon World damage for most classes doesn't go up, so unless I balance the monsters right the fights will get longer.
- Players have expectations of HP per level for monsters, and if you push this too far I think they will cry "wonky". Especially if my monsters start having 10 HP and are doing 25 damage per round to keep the fights short. I know my players are eventually going to as why they can't do the same damage.
- My DM experience feels like it needs to reset every level. I know now that 15 HP each for 6 monsters doing 1d8 each makes a challenging fight. But what are the right numbers when my characters go up a level or two. Sure I can wing this and have done for years, but do I need to?
- Move (power) design gets harder with HP escalation because you have to consider the impact in a broader context. In the
draft version of Dungeon World there is a
draft Cleric move called Penitence which is "When you take damage, you may take +2 damage. If you do take +1 forward to Cast a Spell." If the design goal is to make this more attractive as you level up then cool, but if the not then there is a problem.
- I'm concerned about how some existing Dungeon World moves like "Hack and Slash" cope with increasing damage. More in this thread:
http://apocalypse-world.com/forums/index.php?topic=642.0So based on my concerns above I am thinking of ditching HP escalation. My question is this: If I removed the escalation element of HP, that is your PCs HP never go up, would it still feel like D&D?
Next: A draft way to do this so you can see what I mean and to kick around.