Where do you see your character in 5 levels?
"Where do you see your character in 5 levels?"
Early in my experience with D&D, I tried out a 3.x D&D game my friend was in. My friend and I were trying to create my character when he asked that question. I had no idea how to answer it. I barely knew anything about the classes, or well, the system, as it was; I just wanted to play a game, but doing that seemed to require a fair amount of system knowledge. If you don't necessarily see the relative importance of the choices between characters at level 1, how are you supposed to know where you want to be at level 5?
I prefer it when a system can make a lot of these thoughts disappear for newer players while not erasing them fully for experienced players. This is one of the things I love about Ascension, especially the digital version. In my experience, the game grows with you. The game play itself, along with the randomization, helps narrow your focus and your choices, making the game less overwhelming to a newcomer. As you learn the rules, the different strategies surface as a natural part of the game.
Ascension's victory condition is pretty simple. The player with the most honor at the end of the game wins. The most obvious way to gain honor is by defeating monsters. Heroes and constructs can provide honor during the game as well. Honor gained as the result of game play comes from the shared pool and when the pool reaches zero, the game ends at the end of that round. Most heroes and constructs have an honor value that gets added to the player's total at the end of the game. So both how much honor you gain as a result of game play and how much you collect by building your deck matters.
On your first turn, you have 5 hero cards, all of them give you +1 to one of two resources, runes or power. You use the runes to buy heroes or constructs and you use power to defeat monsters. The center row has 6 random cards, each representing one of those 3 sub-types. Whether or not you can buy or defeat any of those middle row cards depends on their cost compared to your resources for the turn. In addition, there are 3 cards in the upper left that are always available to you, a hero that gives you +2 to runes, a hero that gives you +2 to power, and a monster that gives you +1 to honor.
The digital version highlights the cards that are available to you given your resources. I haven't done the math, but it feels like you often only have to choose between 2-5 options each turn. Just as important, the 3 permanent options in the upper left means you can always do something each turn. The limited options along with the randomization means as a new player, you don't have to worry about all of the strategies for success. You can have a satisfactory game, in my opinion, by making the best decision given what you have before you and you still have a chance at winning the game.
The more I played, the more I saw how certain decisions might build upon one another. Cards bought early in the game can have bigger effects on game play than cards bought later in the game. So as the honor pool decreases, my buying strategy often changes to cards with more honor. Unless I have certain constructs in play, such as the one that puts mechana constructs into play when you acquire them, I don't emphasize constructs over heroes. (By the way, that one combined with the one that treats all constructs as if they were mechana creates a bad ass combo.) There are a bunch of these strategies for a player to discover as he gains more experience.
I like this style of learning in games and would love to bring it to D&D. There's an argument that early D&D games did this, particularly with random ability rolls and frequent character death. The current emphasis on long character arcs, often across 3 tiers and 30 levels of adventures makes it harder to experiment with characters and means players have fewer opportunities to try out different styles of play. This means decisions made early in play are built upon and magnified in later levels, especially in 4e where multi-classing and hybrid classes aren't as robust as they could be. However, the ability in earlier editions, such as 3.5, to gain levels in a different class doesn't necessarily help, since those classes often don't interact with one another. Since the systems assume you will make certain decisions to keep up with the system's math, even new players feel a pressure to know where their character will be in 5 levels when, in my opinion, they should be experimenting with the system to learn how the various bits interact.
I think there are ways to bring this to 4e. I'll write about this more tomorrow, but currently I'm thinking about combining aspects of D&D Encounters, Lair Assault, and Phil "The Chatty DM" Menard's Level 0 rules.