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Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="Scars Unseen" data-source="post: 8493808" data-attributes="member: 10196"><p>Frankly, I think there's a big enough gulf in what the heroic vs mythic crowds want that no one solution is going to satisfy both. What I would suggest, then, is to divorce the concept of tiers of play from the leveling structure altogether, or if not that, then allow for more of a sliding scale of start and finish points. Just because someone wants to keep things closer to the mundane than to the fantastic doesn't mean they want to only play within the first 5-10 levels of character growth; it just means they want a certain style of game throughout. And someone who wants their warriors to be epic in the very literal sense of the word <em>probably</em> isn't looking for the kind of zero to hero approach that some older player go to OSR games for.</p><p></p><p>One way to approach this would be to explicitly labels tiers and then tie class features, spells, skill use limitations, even HP and maybe ASI limits to those tiers. So in a game being played on a heroic tier, for example, spells tagged for the epic tier would be unavailable. These spells and abilities would be available for the entire level range, meaning that any given group could decide where and if each tier of play begins. Want a "realistic" war campaign where player characters owe their superiority to simple skill and experience, while casters are much the same with a bag of tricks instead of a well hones sword technique? Doable. Want a legend of myth, where god blessed heroes grapple with dragons? Done. Want something closer to the former, but with individual abilities from the latter given out as treasure to give otherwise mundane characters one fantastical trick up their sleeve? Why not?</p><p></p><p>This way would probably require an extra book or two to cover all tiers of play, but frankly, I don't see much of a way to satisfy both crowds without doing that anyway.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8493808, member: 10196"] Frankly, I think there's a big enough gulf in what the heroic vs mythic crowds want that no one solution is going to satisfy both. What I would suggest, then, is to divorce the concept of tiers of play from the leveling structure altogether, or if not that, then allow for more of a sliding scale of start and finish points. Just because someone wants to keep things closer to the mundane than to the fantastic doesn't mean they want to only play within the first 5-10 levels of character growth; it just means they want a certain style of game throughout. And someone who wants their warriors to be epic in the very literal sense of the word [I]probably[/I] isn't looking for the kind of zero to hero approach that some older player go to OSR games for. One way to approach this would be to explicitly labels tiers and then tie class features, spells, skill use limitations, even HP and maybe ASI limits to those tiers. So in a game being played on a heroic tier, for example, spells tagged for the epic tier would be unavailable. These spells and abilities would be available for the entire level range, meaning that any given group could decide where and if each tier of play begins. Want a "realistic" war campaign where player characters owe their superiority to simple skill and experience, while casters are much the same with a bag of tricks instead of a well hones sword technique? Doable. Want a legend of myth, where god blessed heroes grapple with dragons? Done. Want something closer to the former, but with individual abilities from the latter given out as treasure to give otherwise mundane characters one fantastical trick up their sleeve? Why not? This way would probably require an extra book or two to cover all tiers of play, but frankly, I don't see much of a way to satisfy both crowds without doing that anyway. [/QUOTE]
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Casters vs Martials: Part 2 - The Mundane Limit
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