Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
Towards a Story Now 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 7439825" data-attributes="member: 82106"><p>[h=2]<span style="color: #8b4513">Advantage and Disadvantage</span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">Temporary circumstances which increase or decrease a character's chances of success at a task are represented by advantage or disadvantage. When a character has advantage the player rolls 2 d20 and picks the one with the higher value, this is the result of the roll. Likewise if a character has disadvantage the player rolls 2 d20 and picks the one with the lower value, this is the result of the roll. If a character has both advantage and disadvantage then the two cancel. Any number of different advantages or disadvantages are canceled by one disadvantage or advantage. Thus if a character was eligible to get advantage due to 3 different circumstances and disadvantage from 1 circumstance then the 2 cancel and the player rolls 1 d20 as normal. </span></p><p></p><p> <span style="color: #8b4513">In general if a situation is such that a character is almost bound to succeed then either no check should be called for or the DV should be reduced substantially. Likewise if a character is almost bound to fail due to many adverse circumstances the GM should either raise the DV of the task, or increase the consequences of failure. In general most checks should have neither advantage nor disadvantage and characters (especially player characters) should not be gaining advantage or suffering disadvantage constantly. For instance a character might get advantage for making a surprise attack against an enemy but there should not be a boon which constantly grants advantage to a character when fighting a certain type of foe etc. Situations like this should be dealt with as permanent modifiers instead.</span></p><p></p><p><span style="color: #8b4513"> </span></p><p>[h=1]<span style="color: #8b4513">Level</span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">Level is a concept which is used heavily throughout HoML. Each PC and NPC/Monster has a level, each check has a level, each challenge has a level, and many of the game's boons, actions, and powers are assigned a level as well. In all cases level defines the overall significance or difficulty of a thing. These levels range from level 1, the least difficult or significant, to level 20 and beyond, the highest levels of difficulty and significance. </span></p><p><span style="color: #8b4513"></span></p><p> <span style="color: #8b4513">Each character has a level attribute. The character's level determines the character's overall power. A higher level character is more potent than a lower level one. In HoML character levels range from starting heroes at level 1 up to mythic heroes which have finished level 20. However NPCs may be above level 20. Once a PC reaches level 20 they no longer advance in levels, though they may still gain new boons etc. A character which is eligible to be level 21 is usually considered to have passed beyond the mortal realm, faded into myth, etc. The GM may have some further ideas about what happens to level 20+ characters.</span></p><p> <span style="color: #8b4513">Character levels are used in a pretty straightforward way to allow the GM to gauge what sorts of scenarios provide a challenge for a given group of characters. Each NPC/monster has a level, which indicates what level of PC that monster will provide a degree of challenge to in a fight or other similar situation. Other elements of the game, such as hazardous terrain, traps, and other similar things are also assignable to a level, indicating the level of PC they represent a degree of challenge for. The GM will usually try to arrange scenarios such that the dangers and difficulties the characters match their skills against are roughly near their level.</span></p><p><span style="color: #8b4513"></span></p><p> <span style="color: #8b4513">Each check is also assigned a level, which is used to determine its DV (see core mechanic above). Additionally entire challenges are assigned a level, indicating the overall difficulty of the scenario and what level of PCs it challenges. Usually the individual elements of a challenge will fall close to the level of the challenge as a whole, but there may be considerable variation depending on the details of the challenge.</span></p><p><span style="color: #8b4513"></span></p><p> [h=2]<span style="color: #8b4513">Tiers of Play</span>[/h] <span style="color: #8b4513">The 20 levels of HoML are divided up into three tiers of play. Within each tier the game assumes a particular flavor of play and certain assumptions are made about the place of characters of each tier in the world. When characters advance from one tier to the next they begin to enter a different arena for their adventures, one of wider scope, greater challenge, and mightier foes and rewards.</span></p><p><span style="color: #8b4513"></span></p><p> [h=3]<span style="color: #8b4513">Heroic Tier</span>[/h] <span style="color: #8b4513">Characters of levels 1 to 8 are heroes. During this tier of play they will be faced with situations which would test the most capable of ordinary people. Their abilities will be extraordinary, but rarely entirely fantastic. They will face fearsome monsters, evil mages, cunning traps, and adventure in the wilds, ruins, and cities of the world. By the end of heroic tier the characters will be potent heroes, well-known to the people of their homeland. A level 8 Warrior might be the King's Champion, the Mystic might be an adviser to the Court, etc.</span></p><p> <span style="color: #8b4513">Heroic characters walk, or ride. They wield powers which are amazing but within the limits of what is known and possible within their (albeit magical) world. A heroic warrior might slay many orcs with his heirloom sword, and endure attacks that would kill most men. There are still others in the kingdom who can challenge him however, and his reputation is still being founded.</span></p><p><span style="color: #8b4513"></span></p><p> [h=3]<span style="color: #8b4513">Legendary Tier </span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">Characters of levels 9 through 16 are legends. They have surpassed all but the very greatest of people in history and will be remembered for their deeds long after their passing. Their abilities will be beyond those of ordinary men, becoming extraordinary in nature. Mighty barbarians slay great giants, erudite wizards weave amazing spells, and cunning rogues dazzle dragons. The characters will face powerful dragons, awesome giants, travel to the farthest reaches of the world, and battle its most powerful denizens.</span></p><p> <span style="color: #8b4513">Legendary characters ride famous mounts the likes of which are rarely, if ever, seen in the land. They may harness magic to fly or even teleport. Legendary warriors slay entire companies of orcs single-handed and best mighty giants one-on-one. Their swords have names and stories of their own. They can fly into battle, or sneak past even the most watchful guards. Nobody in the history of their land has been mightier, and only the most powerful figures in the entire world can challenge them.</span></p><p> [h=3]<span style="color: #8b4513">Mythic Tier</span>[/h] <span style="color: #8b4513">Characters of level 17 and above are myths. They have surpassed even the most mighty legends of the past and become the greatest warriors, mystics, and tricksters of all time. Their feats will be remembered as long as stories are told until the ending of the world. Their foes are equally mighty, beings so powerful they are only spoken of in the same stories as the very gods themselves. Indeed mythic characters can expect to interact with divine forces, travel to far worlds, and undertake impossible quests. Mythic knights slay the mother of all dragons, unmatched sorcerers forge unique world-shaking magics, and mythical rogues steal the secrets of the very gods themselves.</span></p><p> <span style="color: #8b4513">Mythic characters have no equals in the world at all. No warrior in history has slain the king of the giants in his own hall in the mountains of ice at the world's heart. When mythic characters travel, they invoke mighty magics, ride dragons, and the earth trembles at their coming. They split mountains, unleash magics which reshape the world, and reweave the very strands of fate itself.</span></p><p><span style="color: #8b4513"></span></p><p> [h=3]<span style="color: #8b4513">Apotheosis</span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">Once a character reaches level 20, her career as an adventurer reaches its peak and comes to an end. The character will achieve his final goals, sail off into the sunset, pass beyond the realms of the living, or perhaps fall into final and uttermost oblivion. Such a character is unlikely to reappear as a PC in future adventures, her story is finished. Perhaps a favorite character might make a cameo appearance in an interlude in a later game!</span></p><p> [h=1]<span style="color: #8b4513">Stacking</span>[/h] <span style="color: #8b4513">There are many kinds of bonuses which can be added to different character attributes and other values in HoML. In the section on the Core Mechanic stacking was explained in reference to modifiers to checks. Other bonuses apply in basically the same way. Each bonus is of one of the four types, ability, proficiency, level, or permanent. Only the largest bonus of each type may be applied to any given attribute. Note that ability, level and proficiency bonuses often don't apply at all to many attributes (level isn't important to them, they simply aren't dependent on an ability and there is no related skill proficiency). However some items or boons might still provide such bonuses, and other attributes will apply them. Each attribute has its own rules as to calculating a value for it. In no case will 2 bonuses of the same type ever stack, you must always choose the highest one to apply. </span></p><p> <span style="color: #8b4513"><em>For Example:</em> A character uses a power to make an attack and hits her opponent. The damage roll might be made with a d10 and the power might specify a STR bonus. She might also have a +2 permanent modifier to damage rolls against this kind of opponent. If she also had another +1 permanent modifier to all damage rolls it wouldn’t stack with the +2, only the best one would be used.</span></p><p><span style="color: #8b4513"></span></p><p> [h=1]<span style="color: #8b4513">Keywords</span>[/h] <span style="color: #8b4513">Keywords are a core concept in HoML. A keyword may be attached to almost any element of the game, such as a power, an attribute of a character, the entire character itself, a monster, etc. Keywords indicate a category into which the thing bearing the keyword falls. Thus a character who is of the eldar race will have the fey keyword, because the eldar are fey creatures. An item might have an attribute something like:</span></p><p> <span style="color: #8b4513">Cold Iron Sword = +4 permanent bonus to all attacks on fey creatures when using this weapon.</span></p><p><span style="color: #8b4513"></span></p><p> <span style="color: #8b4513">This rule would be triggered when an attack was made on an eldar character. Likewise if a power or effect has a keyword, such as 'poison' this might interact with a dwarf character's 'Resistant' trait, granting him a +5 permanent modifier on any checks related to poison.</span></p><p><span style="color: #8b4513"></span></p><p> <span style="color: #8b4513">Keywords frequently appear in another context, they describe damage. For instance a magical fireball might produce damage with the keyword 'fire'. Characters may have immunity from, vulnerability to, or protection from specific keywords. Otherwise damage keywords largely work in the same way as other keywords, providing an extra level of narrative description and allowing the GM and players to make changes to the mechanics where narratively appropriate. For example a GM might determine that fire damage is halved when the target is under water. </span></p><p></p><p> <span style="color: #000000">OK, I skipped over some "this is boring and pretty much stock d20" kinds of parts. Couple rules here, the ONLY situational modifier in this game is advantage/disadvantage!!!! KISS. I don't think people care about this little plussy and that little plussy, if it isn't worth an effective +/- 4 then piss on it! </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">The stacking rule reiterates, nothing stacks, not never ever ever! TBH the math almost works out a bit 5e-like, though coming from a very different angle. You get about +2/3 levels as a level bonus, but your other bonuses are fairly tamer since they aren't stacking. Note that proficiency is set at 4e's +5 bonus for a trained skill. Given other factors you CAN operate without proficiency in something, but it helps a whole lot. Some talented untrained PCs will rival trained ones, but you want to have all the nice bennies to be truly the bestest everest! </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Note the level breakdown, 20 levels (mainly to make it easier to not have any boring ones frankly) with only the last 3 being 'Mythic'. You get to be pretty much gonzo for 3 levels. That's still a good solid extended story arc, do you really need more? At the end you go to your final rewards, yay! Frankly this game is designed to actually play through, not for the top tier levels to be some sort of almost-never-achieved Valhalla. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Finally Keywords are doing their job, this is nothing new, but I am being a lot more explicit about how things hang off this. </span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7439825, member: 82106"] [h=2][COLOR=#8b4513]Advantage and Disadvantage [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Temporary circumstances which increase or decrease a character's chances of success at a task are represented by advantage or disadvantage. When a character has advantage the player rolls 2 d20 and picks the one with the higher value, this is the result of the roll. Likewise if a character has disadvantage the player rolls 2 d20 and picks the one with the lower value, this is the result of the roll. If a character has both advantage and disadvantage then the two cancel. Any number of different advantages or disadvantages are canceled by one disadvantage or advantage. Thus if a character was eligible to get advantage due to 3 different circumstances and disadvantage from 1 circumstance then the 2 cancel and the player rolls 1 d20 as normal. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]In general if a situation is such that a character is almost bound to succeed then either no check should be called for or the DV should be reduced substantially. Likewise if a character is almost bound to fail due to many adverse circumstances the GM should either raise the DV of the task, or increase the consequences of failure. In general most checks should have neither advantage nor disadvantage and characters (especially player characters) should not be gaining advantage or suffering disadvantage constantly. For instance a character might get advantage for making a surprise attack against an enemy but there should not be a boon which constantly grants advantage to a character when fighting a certain type of foe etc. Situations like this should be dealt with as permanent modifiers instead.[/COLOR] [COLOR=#8b4513] [/COLOR] [h=1][COLOR=#8b4513]Level [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Level is a concept which is used heavily throughout HoML. Each PC and NPC/Monster has a level, each check has a level, each challenge has a level, and many of the game's boons, actions, and powers are assigned a level as well. In all cases level defines the overall significance or difficulty of a thing. These levels range from level 1, the least difficult or significant, to level 20 and beyond, the highest levels of difficulty and significance. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Each character has a level attribute. The character's level determines the character's overall power. A higher level character is more potent than a lower level one. In HoML character levels range from starting heroes at level 1 up to mythic heroes which have finished level 20. However NPCs may be above level 20. Once a PC reaches level 20 they no longer advance in levels, though they may still gain new boons etc. A character which is eligible to be level 21 is usually considered to have passed beyond the mortal realm, faded into myth, etc. The GM may have some further ideas about what happens to level 20+ characters.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Character levels are used in a pretty straightforward way to allow the GM to gauge what sorts of scenarios provide a challenge for a given group of characters. Each NPC/monster has a level, which indicates what level of PC that monster will provide a degree of challenge to in a fight or other similar situation. Other elements of the game, such as hazardous terrain, traps, and other similar things are also assignable to a level, indicating the level of PC they represent a degree of challenge for. The GM will usually try to arrange scenarios such that the dangers and difficulties the characters match their skills against are roughly near their level. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Each check is also assigned a level, which is used to determine its DV (see core mechanic above). Additionally entire challenges are assigned a level, indicating the overall difficulty of the scenario and what level of PCs it challenges. Usually the individual elements of a challenge will fall close to the level of the challenge as a whole, but there may be considerable variation depending on the details of the challenge. [/COLOR] [COLOR=#8b4513] [/COLOR][h=2][COLOR=#8b4513]Tiers of Play[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]The 20 levels of HoML are divided up into three tiers of play. Within each tier the game assumes a particular flavor of play and certain assumptions are made about the place of characters of each tier in the world. When characters advance from one tier to the next they begin to enter a different arena for their adventures, one of wider scope, greater challenge, and mightier foes and rewards. [/COLOR] [COLOR=#8b4513] [/COLOR][h=3][COLOR=#8b4513]Heroic Tier[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Characters of levels 1 to 8 are heroes. During this tier of play they will be faced with situations which would test the most capable of ordinary people. Their abilities will be extraordinary, but rarely entirely fantastic. They will face fearsome monsters, evil mages, cunning traps, and adventure in the wilds, ruins, and cities of the world. By the end of heroic tier the characters will be potent heroes, well-known to the people of their homeland. A level 8 Warrior might be the King's Champion, the Mystic might be an adviser to the Court, etc.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Heroic characters walk, or ride. They wield powers which are amazing but within the limits of what is known and possible within their (albeit magical) world. A heroic warrior might slay many orcs with his heirloom sword, and endure attacks that would kill most men. There are still others in the kingdom who can challenge him however, and his reputation is still being founded. [/COLOR] [COLOR=#8b4513] [/COLOR][h=3][COLOR=#8b4513]Legendary Tier [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Characters of levels 9 through 16 are legends. They have surpassed all but the very greatest of people in history and will be remembered for their deeds long after their passing. Their abilities will be beyond those of ordinary men, becoming extraordinary in nature. Mighty barbarians slay great giants, erudite wizards weave amazing spells, and cunning rogues dazzle dragons. The characters will face powerful dragons, awesome giants, travel to the farthest reaches of the world, and battle its most powerful denizens.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Legendary characters ride famous mounts the likes of which are rarely, if ever, seen in the land. They may harness magic to fly or even teleport. Legendary warriors slay entire companies of orcs single-handed and best mighty giants one-on-one. Their swords have names and stories of their own. They can fly into battle, or sneak past even the most watchful guards. Nobody in the history of their land has been mightier, and only the most powerful figures in the entire world can challenge them.[/COLOR] [COLOR=#8b4513] [/COLOR][h=3][COLOR=#8b4513]Mythic Tier[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Characters of level 17 and above are myths. They have surpassed even the most mighty legends of the past and become the greatest warriors, mystics, and tricksters of all time. Their feats will be remembered as long as stories are told until the ending of the world. Their foes are equally mighty, beings so powerful they are only spoken of in the same stories as the very gods themselves. Indeed mythic characters can expect to interact with divine forces, travel to far worlds, and undertake impossible quests. Mythic knights slay the mother of all dragons, unmatched sorcerers forge unique world-shaking magics, and mythical rogues steal the secrets of the very gods themselves.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Mythic characters have no equals in the world at all. No warrior in history has slain the king of the giants in his own hall in the mountains of ice at the world's heart. When mythic characters travel, they invoke mighty magics, ride dragons, and the earth trembles at their coming. They split mountains, unleash magics which reshape the world, and reweave the very strands of fate itself. [/COLOR] [COLOR=#8b4513] [/COLOR][h=3][COLOR=#8b4513]Apotheosis [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Once a character reaches level 20, her career as an adventurer reaches its peak and comes to an end. The character will achieve his final goals, sail off into the sunset, pass beyond the realms of the living, or perhaps fall into final and uttermost oblivion. Such a character is unlikely to reappear as a PC in future adventures, her story is finished. Perhaps a favorite character might make a cameo appearance in an interlude in a later game![/COLOR] [COLOR=#8b4513] [/COLOR][h=1][COLOR=#8b4513]Stacking[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]There are many kinds of bonuses which can be added to different character attributes and other values in HoML. In the section on the Core Mechanic stacking was explained in reference to modifiers to checks. Other bonuses apply in basically the same way. Each bonus is of one of the four types, ability, proficiency, level, or permanent. Only the largest bonus of each type may be applied to any given attribute. Note that ability, level and proficiency bonuses often don't apply at all to many attributes (level isn't important to them, they simply aren't dependent on an ability and there is no related skill proficiency). However some items or boons might still provide such bonuses, and other attributes will apply them. Each attribute has its own rules as to calculating a value for it. In no case will 2 bonuses of the same type ever stack, you must always choose the highest one to apply. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513][I]For Example:[/I] A character uses a power to make an attack and hits her opponent. The damage roll might be made with a d10 and the power might specify a STR bonus. She might also have a +2 permanent modifier to damage rolls against this kind of opponent. If she also had another +1 permanent modifier to all damage rolls it wouldn’t stack with the +2, only the best one would be used. [/COLOR] [COLOR=#8b4513] [/COLOR][h=1][COLOR=#8b4513]Keywords[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Keywords are a core concept in HoML. A keyword may be attached to almost any element of the game, such as a power, an attribute of a character, the entire character itself, a monster, etc. Keywords indicate a category into which the thing bearing the keyword falls. Thus a character who is of the eldar race will have the fey keyword, because the eldar are fey creatures. An item might have an attribute something like:[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Cold Iron Sword = +4 permanent bonus to all attacks on fey creatures when using this weapon. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]This rule would be triggered when an attack was made on an eldar character. Likewise if a power or effect has a keyword, such as 'poison' this might interact with a dwarf character's 'Resistant' trait, granting him a +5 permanent modifier on any checks related to poison. [/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Keywords frequently appear in another context, they describe damage. For instance a magical fireball might produce damage with the keyword 'fire'. Characters may have immunity from, vulnerability to, or protection from specific keywords. Otherwise damage keywords largely work in the same way as other keywords, providing an extra level of narrative description and allowing the GM and players to make changes to the mechanics where narratively appropriate. For example a GM might determine that fire damage is halved when the target is under water. [/COLOR] [COLOR=#000000]OK, I skipped over some "this is boring and pretty much stock d20" kinds of parts. Couple rules here, the ONLY situational modifier in this game is advantage/disadvantage!!!! KISS. I don't think people care about this little plussy and that little plussy, if it isn't worth an effective +/- 4 then piss on it! The stacking rule reiterates, nothing stacks, not never ever ever! TBH the math almost works out a bit 5e-like, though coming from a very different angle. You get about +2/3 levels as a level bonus, but your other bonuses are fairly tamer since they aren't stacking. Note that proficiency is set at 4e's +5 bonus for a trained skill. Given other factors you CAN operate without proficiency in something, but it helps a whole lot. Some talented untrained PCs will rival trained ones, but you want to have all the nice bennies to be truly the bestest everest! Note the level breakdown, 20 levels (mainly to make it easier to not have any boring ones frankly) with only the last 3 being 'Mythic'. You get to be pretty much gonzo for 3 levels. That's still a good solid extended story arc, do you really need more? At the end you go to your final rewards, yay! Frankly this game is designed to actually play through, not for the top tier levels to be some sort of almost-never-achieved Valhalla. Finally Keywords are doing their job, this is nothing new, but I am being a lot more explicit about how things hang off this. [/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Towards a Story Now 4e
Top