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4e limit of beatability
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<blockquote data-quote="Brys" data-source="post: 5368017" data-attributes="member: 80979"><p>To answer: I dunno. But maybe this is a chance for you to figure that out and report back with empirical data. If you're open to the idea, I would suggest some sort of arena scenario. The party takes on challenges of various strength for audience amusement. "Dead" characters are removed from the arena via teleportation and revived for the next fight. They only fight once per day (and know that going in, so they know not to save dailies).</p><p></p><p>Start the challenges at L+4 and see how tough you can make them. Let them know that some fights are going to be outside their range, and they get rewarded for putting on a good show (take risks, try fun/dangerous tactics). Maybe give an XP boost to the crowd favorite for that fight. Everyone gets full experience whether they live or die (so no consequences) and with battles that tough they should be levelling in half the normal time (5 fights or fewer).</p><p></p><p>After a few weeks, they are no longer as interesting as the new kids that just showed up and the hosts teleport them back to their own time and place (or is it...?). And it's just in time for the giants to rise up.</p><p></p><p>Now that I've layed that out, I may try it in my own game. Has a very Star Trek-Q-messing-with-Picard feel to it.</p></blockquote><p></p>
[QUOTE="Brys, post: 5368017, member: 80979"] To answer: I dunno. But maybe this is a chance for you to figure that out and report back with empirical data. If you're open to the idea, I would suggest some sort of arena scenario. The party takes on challenges of various strength for audience amusement. "Dead" characters are removed from the arena via teleportation and revived for the next fight. They only fight once per day (and know that going in, so they know not to save dailies). Start the challenges at L+4 and see how tough you can make them. Let them know that some fights are going to be outside their range, and they get rewarded for putting on a good show (take risks, try fun/dangerous tactics). Maybe give an XP boost to the crowd favorite for that fight. Everyone gets full experience whether they live or die (so no consequences) and with battles that tough they should be levelling in half the normal time (5 fights or fewer). After a few weeks, they are no longer as interesting as the new kids that just showed up and the hosts teleport them back to their own time and place (or is it...?). And it's just in time for the giants to rise up. Now that I've layed that out, I may try it in my own game. Has a very Star Trek-Q-messing-with-Picard feel to it. [/QUOTE]
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