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3.5 breakdown at high levels?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4434023" data-attributes="member: 710"><p>I definitely disagree. What are these levels for, if not a guideline to gauge power levels? Why can't I just look at levels and classes and get "Okay, they should have an attack bonus of +20, an AC of 32, and the Wizard theoretically has access to Teleport, but I might want to check that again." Why do I have to go through the spells and buffs going on to determine the baseline? </p><p></p><p>Heck, even games without levels get that right. I've seen it in Torg - we're playing published modules, and are playing characters as we see fit. And Torg doesn't only lack levels, it also has a far wider range of archetypes - you can have a Living Lands lizard armed with crude hide armor but casting to his gods, a French Mercenary with a cybereye and a laserpistol, an Elven Wizard, a Nile Empire pulp hero with the ability to run faster then a car, and a Core Earth computer hacker, all in the same party. </p><p></p><p>And what is a module designer supposed to do? What guidelines does he use? Is he to create twelve parties and try to play-test his adventure through with it, to see if it works? </p><p>Anyone with experience with 3E modules will know that there is a... a spectrum of quality and difficulty. The Dungeon adventure paths were usually on the very challenging side, requiring character and party optimization...</p><p></p><p></p><p>Thanks for the tip. [spoiler]Kakalubsendampfschifffahrtsreeder[/spoiler]</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4434023, member: 710"] I definitely disagree. What are these levels for, if not a guideline to gauge power levels? Why can't I just look at levels and classes and get "Okay, they should have an attack bonus of +20, an AC of 32, and the Wizard theoretically has access to Teleport, but I might want to check that again." Why do I have to go through the spells and buffs going on to determine the baseline? Heck, even games without levels get that right. I've seen it in Torg - we're playing published modules, and are playing characters as we see fit. And Torg doesn't only lack levels, it also has a far wider range of archetypes - you can have a Living Lands lizard armed with crude hide armor but casting to his gods, a French Mercenary with a cybereye and a laserpistol, an Elven Wizard, a Nile Empire pulp hero with the ability to run faster then a car, and a Core Earth computer hacker, all in the same party. And what is a module designer supposed to do? What guidelines does he use? Is he to create twelve parties and try to play-test his adventure through with it, to see if it works? Anyone with experience with 3E modules will know that there is a... a spectrum of quality and difficulty. The Dungeon adventure paths were usually on the very challenging side, requiring character and party optimization... Thanks for the tip. [spoiler]Kakalubsendampfschifffahrtsreeder[/spoiler] [/QUOTE]
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