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The problem with high levels
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<blockquote data-quote="spunky_mutters" data-source="post: 344135" data-attributes="member: 5426"><p>I agree. I've been going over notes for an old 1e/2e campaign world trying to convert for 3e, and I'm amazed at the low power of everything. </p><p></p><p>I had 6 players around 9th level (200,000+ xp, that's bloody epic in 3e (I know, you can't compare the xp systems, but it still caught me off guard)). 2 of them had +1 weapons (1 of them was a mage). The other fighter had an ability to hit creaturs needing +1 or better to hit from his cleric granted powers. Other than that, none of them had more than 2 magic items, most of them being utility items, rather than combat buffs.</p><p></p><p>I remember worrying about them handling themselves, and they would always take out whatever I threw at them. Like you, I would keep them coming. In 2e, you didn't see them level like you do now, so now the same tactic means they hit 20th level while you're not looking. I'm going to have to uber-buff all of my old villains to make them stand a chance. </p><p></p><p>It's a real stark contrast between the good old days and now. I don't want to go back, but you're right about the risk management. You also the get the "backpack of no return" syndrome where players have so many goodies that they forget what they are and what they do. You give them something to use against the big baddie, and they never even bother to get it identified because they have too much other stuff, and never get around to it.</p><p></p><p>A lot more bookkeeping all around, you just have to place priorities, and dole out what you feel is acceptable. Keep the item and power burn rate high as well. That way they aren't always buffed and ready when they get hit. I find reading story hours is a good way to prep for the higher levels. See ways to handle things players will do, and get ideas for tactics.</p></blockquote><p></p>
[QUOTE="spunky_mutters, post: 344135, member: 5426"] I agree. I've been going over notes for an old 1e/2e campaign world trying to convert for 3e, and I'm amazed at the low power of everything. I had 6 players around 9th level (200,000+ xp, that's bloody epic in 3e (I know, you can't compare the xp systems, but it still caught me off guard)). 2 of them had +1 weapons (1 of them was a mage). The other fighter had an ability to hit creaturs needing +1 or better to hit from his cleric granted powers. Other than that, none of them had more than 2 magic items, most of them being utility items, rather than combat buffs. I remember worrying about them handling themselves, and they would always take out whatever I threw at them. Like you, I would keep them coming. In 2e, you didn't see them level like you do now, so now the same tactic means they hit 20th level while you're not looking. I'm going to have to uber-buff all of my old villains to make them stand a chance. It's a real stark contrast between the good old days and now. I don't want to go back, but you're right about the risk management. You also the get the "backpack of no return" syndrome where players have so many goodies that they forget what they are and what they do. You give them something to use against the big baddie, and they never even bother to get it identified because they have too much other stuff, and never get around to it. A lot more bookkeeping all around, you just have to place priorities, and dole out what you feel is acceptable. Keep the item and power burn rate high as well. That way they aren't always buffed and ready when they get hit. I find reading story hours is a good way to prep for the higher levels. See ways to handle things players will do, and get ideas for tactics. [/QUOTE]
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