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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="RedWick" data-source="post: 2986156" data-attributes="member: 29119"><p>What happens if you cap out the as given class advancement past, say, 9th or 10th level? Past that point, you use different rules to determine what kinds of perks the PCs receive. Non-linear saves, BAB and HP progression. Skills that stop advancing past having 10 ranks in them. Past level 10, give the PCs something like feats (or some other definable means of progression) they can use to buy class skills, BAB/saves, skill ranks, more HP. That way the cookie of gaining a level is maintained, but the effect of numbers bloat is lessened.</p><p></p><p>How about having spells that you have to actively go out questing for (as opposed to automatically gaining more per level)? Maybe even including a mechanic for having spells past 5th level buring/disappearing out after using them (they might be powerful, but you have to be judicious when you use them otherwise they might be not be available when you really need them). What really is the difference between a low level damage spell and a high level one, other than the number of dice being rolled and the higher save DC?</p><p></p><p>I'll post more thoughts as they come to me.</p></blockquote><p></p>
[QUOTE="RedWick, post: 2986156, member: 29119"] What happens if you cap out the as given class advancement past, say, 9th or 10th level? Past that point, you use different rules to determine what kinds of perks the PCs receive. Non-linear saves, BAB and HP progression. Skills that stop advancing past having 10 ranks in them. Past level 10, give the PCs something like feats (or some other definable means of progression) they can use to buy class skills, BAB/saves, skill ranks, more HP. That way the cookie of gaining a level is maintained, but the effect of numbers bloat is lessened. How about having spells that you have to actively go out questing for (as opposed to automatically gaining more per level)? Maybe even including a mechanic for having spells past 5th level buring/disappearing out after using them (they might be powerful, but you have to be judicious when you use them otherwise they might be not be available when you really need them). What really is the difference between a low level damage spell and a high level one, other than the number of dice being rolled and the higher save DC? I'll post more thoughts as they come to me. [/QUOTE]
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