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3.5 Scaling Issues - What are your thoughts?
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<blockquote data-quote="Greenfield" data-source="post: 5754479" data-attributes="member: 6669384"><p>We have a couple of solutions for this.</p><p></p><p>First, new characters join the game one level lower than the current lowest in the party.</p><p></p><p>Second, we use an EXP system recommended by Monte Cook:</p><p></p><p>Say you have 5 characters, leveled at 9, 10, 11, 11, and 14.</p><p></p><p>When calculating Exp, calculate as if everyone were 9th level, (which is to say, as if there were 5 9th level PCs facing the challenges. Total up the numbers and divide by 5). Award the result to the 9th level PC.</p><p></p><p>Now do it again as if everyone were 10th level, and award the result to the 10th level PC.</p><p></p><p>Do it again as if everyone were 11th, and give each of the 11th levels their share.</p><p></p><p>And finally, do it as if they were all 14th level, and give the 14th their share.</p><p></p><p>The 9th will end up getting almost twice the Exp of the 11th levels, and almost five times as much as the 14th level PC. Look at the Exp awards table in the DMG, and you'll see what I mean.</p><p></p><p>The net effect is that it will tend to close up the level difference, in a way that makes sense: An encounter that's a walk-over for the 14th level type can be tough for the 11th levels, seriously challenging for the 10th level, and downright death-defying for the 9th level character. </p><p></p><p>Regarding Skill Ranks: They're still limited to Level +3 as the maximum. The difference is that more and more Synergy bonuses will begin to come into play, and ability scores will rise.</p><p></p><p>So common locks will become easier for your master thie..., er, "locksmith", and stealthy opponents will find it harder and harder to escape the Ranger's watchful eye.</p><p></p><p>Over all, you can effectively level the world up, in a way that makes logical sense, by having the campaign's base of operations shift over time. They leave The Shire (low level farming community) as they outgrow the local challenges, and find that there are unexpected dangers as they move farther afield. Wraiths might spring up at the Prancing Pony, for example, and they could have a terrifying night encounter while camping in the hills.</p><p></p><p>So it's not that the world gets to be higher level as they do, they just discover that it's bigger than they realized, and that it always was higher level than they are.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5754479, member: 6669384"] We have a couple of solutions for this. First, new characters join the game one level lower than the current lowest in the party. Second, we use an EXP system recommended by Monte Cook: Say you have 5 characters, leveled at 9, 10, 11, 11, and 14. When calculating Exp, calculate as if everyone were 9th level, (which is to say, as if there were 5 9th level PCs facing the challenges. Total up the numbers and divide by 5). Award the result to the 9th level PC. Now do it again as if everyone were 10th level, and award the result to the 10th level PC. Do it again as if everyone were 11th, and give each of the 11th levels their share. And finally, do it as if they were all 14th level, and give the 14th their share. The 9th will end up getting almost twice the Exp of the 11th levels, and almost five times as much as the 14th level PC. Look at the Exp awards table in the DMG, and you'll see what I mean. The net effect is that it will tend to close up the level difference, in a way that makes sense: An encounter that's a walk-over for the 14th level type can be tough for the 11th levels, seriously challenging for the 10th level, and downright death-defying for the 9th level character. Regarding Skill Ranks: They're still limited to Level +3 as the maximum. The difference is that more and more Synergy bonuses will begin to come into play, and ability scores will rise. So common locks will become easier for your master thie..., er, "locksmith", and stealthy opponents will find it harder and harder to escape the Ranger's watchful eye. Over all, you can effectively level the world up, in a way that makes logical sense, by having the campaign's base of operations shift over time. They leave The Shire (low level farming community) as they outgrow the local challenges, and find that there are unexpected dangers as they move farther afield. Wraiths might spring up at the Prancing Pony, for example, and they could have a terrifying night encounter while camping in the hills. So it's not that the world gets to be higher level as they do, they just discover that it's bigger than they realized, and that it always was higher level than they are. [/QUOTE]
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