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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="GlassJaw" data-source="post: 2986009" data-attributes="member: 22103"><p>Correct. You basically have to determine the "end-game" style you want to establish and then work backwards. Once you have done that, you can also determine the pace of advancement and the pace at which the characters gain new abilities.</p><p></p><p></p><p></p><p>While I don't think using two massive dungeon crawls is a good example, you are correct.</p><p></p><p>However, even if you your high-level campaign is of the planar variety, the options available at that level still dictate the style of the campaign, even if they don't dictate the story arc itself. You still have things like Raise Dead and Commune as Wulf mentioned. Spells like that go a long way in establishing what constitutes a challege.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2986009, member: 22103"] Correct. You basically have to determine the "end-game" style you want to establish and then work backwards. Once you have done that, you can also determine the pace of advancement and the pace at which the characters gain new abilities. While I don't think using two massive dungeon crawls is a good example, you are correct. However, even if you your high-level campaign is of the planar variety, the options available at that level still dictate the style of the campaign, even if they don't dictate the story arc itself. You still have things like Raise Dead and Commune as Wulf mentioned. Spells like that go a long way in establishing what constitutes a challege. [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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