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<blockquote data-quote="Irda Ranger" data-source="post: 4026274" data-attributes="member: 1003"><p>Xyl, awesome post. I think you summed it up clearly. I also had been thinking about the Tiers, but not from an adventure-design point of view before. I think you're onto something there. Thanks.</p><p></p><p></p><p>That's "H10", bub. For Heroic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But yeah, I can definitely see some rules for "capping" advancement at levels 10 or 20, depending on your concept of the world and the campaign you want to run. Plane Hopping Epic-fests aren't to everyone's taste all the time.</p><p></p><p></p><p>There's always McGuffin's, plot-provided portals, etc. etc. that can provide easy planar travel or an adventure or two. Also, maybe one of your PC's always knows where the closest Door to Sigil is ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>We'll have to see how the rules work before we can really guess how it all works out, and how it can be modified. But I am sure there must be a way.</p><p></p><p>Probably the best way to do a "limited advancement" game (and this is universal, not a 4E thing) is to just stop advancing the characters in a class-based advancement sense and concentrate on skills, social contacts, goals achieved, quests completed, kingdoms saved, social rewards, etc. etc. Although many people think that leveling up (or any kind of advancement, like learning new Feats) is necessary to D&D, that can't be true. There are too many games that people play all the time where your rules situation never changes (like chess or basketball), and it's all just about winning the current contest with the players you've got. D&D can be like that too.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4026274, member: 1003"] Xyl, awesome post. I think you summed it up clearly. I also had been thinking about the Tiers, but not from an adventure-design point of view before. I think you're onto something there. Thanks. That's "H10", bub. For Heroic. :) But yeah, I can definitely see some rules for "capping" advancement at levels 10 or 20, depending on your concept of the world and the campaign you want to run. Plane Hopping Epic-fests aren't to everyone's taste all the time. There's always McGuffin's, plot-provided portals, etc. etc. that can provide easy planar travel or an adventure or two. Also, maybe one of your PC's always knows where the closest Door to Sigil is ... :) We'll have to see how the rules work before we can really guess how it all works out, and how it can be modified. But I am sure there must be a way. Probably the best way to do a "limited advancement" game (and this is universal, not a 4E thing) is to just stop advancing the characters in a class-based advancement sense and concentrate on skills, social contacts, goals achieved, quests completed, kingdoms saved, social rewards, etc. etc. Although many people think that leveling up (or any kind of advancement, like learning new Feats) is necessary to D&D, that can't be true. There are too many games that people play all the time where your rules situation never changes (like chess or basketball), and it's all just about winning the current contest with the players you've got. D&D can be like that too. [/QUOTE]
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