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Pros and Cons of Epic Level Play?
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<blockquote data-quote="Aenghus" data-source="post: 6284833" data-attributes="member: 2656"><p>To me, epic characters aren't challenged by normal buildings burning with normal fire, or if you prefer, "low level "buildings and low level fire. This doesn't mean normal buildings and normal fire don't exist for high level PCs, it just means that those challenges are not appropriate for those PCs and an adventure shouldn't be sited there unless the stakes involved make it relevant. Paragon players often find themselves in deadly dungeons, palace towers, mountainsides etc. Epic PCs could be anywhere - a castle in a lava lake on a fire plane, storming the gates of heaven or hell, plumbing a dungeon in the intestines of a dead god etc</p><p></p><p>It's not that the players autolevel the world around them, it's that their adventures take them to places of a roughly appropriate threat level (in the interests of an entertaining game for everyone), or that their appropriately-powered opponents travel to them. High level PCs probably are wasting their time beating up kobolds, and encountering threats way out of their league is asking for a TPK.</p><p></p><p>In real-world terms it's ludicrous that a man with a toothpick could fight a giant firebreathing flying lizard. In D&D players will have a fair idea their PCs could defeat a particular dragon, but fighting <strong>that</strong> dragon would be suicide. Appropriate flavour in description provides a graceful way of indicating to the players that <em>this</em> band of orcs is apparently low level and of little challenge while <em>that</em> band of orcs are a real challenge.</p><p></p><p>The missing element here is setting flavour e.g. the level of buildings, the threats presented relative to the PCs. Players cannot make informed choices of tactics and strategy unless they understand the world as presented and the nature of the risks therein. The flavour of descriptions can help explain/justify what's happening or damage the game. To me appropriate description flavour is essential to giving players enough information to play the game, and for reconnecting reskinned powers of PCs and monsters back into the game world.</p><p></p><p>Bad descriptions and passive aggression in interacting with rules you dislike can damage any RPG session regardless of the system or the edition, and waste the time of everyone concerned. It's pointless and aggravating, just find rules you can live with.</p><p></p><p></p><p></p><p></p><p></p><p>Yes, given appropriate flavour in the descriptions, so the world can make sense.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6284833, member: 2656"] To me, epic characters aren't challenged by normal buildings burning with normal fire, or if you prefer, "low level "buildings and low level fire. This doesn't mean normal buildings and normal fire don't exist for high level PCs, it just means that those challenges are not appropriate for those PCs and an adventure shouldn't be sited there unless the stakes involved make it relevant. Paragon players often find themselves in deadly dungeons, palace towers, mountainsides etc. Epic PCs could be anywhere - a castle in a lava lake on a fire plane, storming the gates of heaven or hell, plumbing a dungeon in the intestines of a dead god etc It's not that the players autolevel the world around them, it's that their adventures take them to places of a roughly appropriate threat level (in the interests of an entertaining game for everyone), or that their appropriately-powered opponents travel to them. High level PCs probably are wasting their time beating up kobolds, and encountering threats way out of their league is asking for a TPK. In real-world terms it's ludicrous that a man with a toothpick could fight a giant firebreathing flying lizard. In D&D players will have a fair idea their PCs could defeat a particular dragon, but fighting [B]that[/B] dragon would be suicide. Appropriate flavour in description provides a graceful way of indicating to the players that [I]this[/I] band of orcs is apparently low level and of little challenge while [I]that[/I] band of orcs are a real challenge. The missing element here is setting flavour e.g. the level of buildings, the threats presented relative to the PCs. Players cannot make informed choices of tactics and strategy unless they understand the world as presented and the nature of the risks therein. The flavour of descriptions can help explain/justify what's happening or damage the game. To me appropriate description flavour is essential to giving players enough information to play the game, and for reconnecting reskinned powers of PCs and monsters back into the game world. Bad descriptions and passive aggression in interacting with rules you dislike can damage any RPG session regardless of the system or the edition, and waste the time of everyone concerned. It's pointless and aggravating, just find rules you can live with. Yes, given appropriate flavour in the descriptions, so the world can make sense. [/QUOTE]
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Pros and Cons of Epic Level Play?
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