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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Leveling
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<blockquote data-quote="Haltherrion" data-source="post: 5477639" data-attributes="member: 18253"><p>That's my player's comment not mine but I think he feels the incrementalism and the balance across classes tend to wash out the high points. I tend to look at it from a different point of view: the capabilities of even low level characters plus the smoother "wear out" of a character over the game day (you just lose your dailies) make for a lot more heroism.</p><p> </p><p>You mention tossing low level encounters at the PCs to demonstrate how far they have come. I like that; think I'll restart the game with a mass of low levels that they can wade through. It should fit pretty well. We quit with the party heading deep underground to try to deal with a shadow dragon threat that was about to burst onto the world. I'm going to have the out of game period spent lost in the underworld (it's a big underworld) and we'll pick up with their return to the surface. Might be fun to have them fight their way out through some former foes that gave them a lot grief at 5th level. Not quite level 1 goblins but should be more satisfying for having struggled with them at lower levels.</p><p> </p><p>In general, with 4E I've really come to appreciate the lower level encounters. They are still fun, they run a lot faster and they help balance out the session. In our pre-4E games we had gravitated towards a lot of large, knock down fights. That doesn't fit the 4E daily powers as well but also those fights just take a lot of time. A mix of easier and challenging fights seems to fit the 4E design goals better and I like the way the sessions play.</p><p> </p><p>Thanks for the comments, good stuff.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5477639, member: 18253"] That's my player's comment not mine but I think he feels the incrementalism and the balance across classes tend to wash out the high points. I tend to look at it from a different point of view: the capabilities of even low level characters plus the smoother "wear out" of a character over the game day (you just lose your dailies) make for a lot more heroism. You mention tossing low level encounters at the PCs to demonstrate how far they have come. I like that; think I'll restart the game with a mass of low levels that they can wade through. It should fit pretty well. We quit with the party heading deep underground to try to deal with a shadow dragon threat that was about to burst onto the world. I'm going to have the out of game period spent lost in the underworld (it's a big underworld) and we'll pick up with their return to the surface. Might be fun to have them fight their way out through some former foes that gave them a lot grief at 5th level. Not quite level 1 goblins but should be more satisfying for having struggled with them at lower levels. In general, with 4E I've really come to appreciate the lower level encounters. They are still fun, they run a lot faster and they help balance out the session. In our pre-4E games we had gravitated towards a lot of large, knock down fights. That doesn't fit the 4E daily powers as well but also those fights just take a lot of time. A mix of easier and challenging fights seems to fit the 4E design goals better and I like the way the sessions play. Thanks for the comments, good stuff. [/QUOTE]
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