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<blockquote data-quote="Starfox" data-source="post: 4499460" data-attributes="member: 2303"><p>This is an idea for a campaign-specific rules option. I'm not proposing a general rule change, merely the effects of this alternate rule on a campaign.</p><p></p><p>I guess most of us have played computer games where you fight a level 1 bandit at level 1, then mysteriously find only level 10 bandits when you are level 10. I have players allergic to this, so I wanted to air an idea to make level differences less dramatic. In other words, a system that lets you fight level 1 bandits even at level 10.</p><p></p><p>My idea is very simple. Simply remove the +1/2 levels factor from all cases where it applies. AC, Defenses, Attack Rolls, Skills. The one exception would be Initiative, where I feel it should still apply.</p><p></p><p>What troubles should I expect? These are some things I've tough about <ul> <li data-xf-list-type="ul">Xp discrepancies. The change in XP over levels assumes the 1/2 levels factor is there. Higher level monsters will give to much xp, lower level monsters too little. Doesn't particularly bother me actually, as I think the rate of xp increase over levels is a bit low now, and I'm strongly considering not using xp for this game anyway. It will make encounter design a bit tricky, tough.</li> <li data-xf-list-type="ul">Magic item economy. Same argument as above.</li> <li data-xf-list-type="ul">Skill challenges. The DCs of skill challenges now increase slightly more than +1/2 levels. My solution is to simply reduce the DCs by 1/2 levels.</li> <li data-xf-list-type="ul">Hit points will still escalate, and in fact will be one of the major deciding factors with level. But 1-st level hit points are pretty high these days, so the proportional hit point change over levels is not ridiculous.</li> </ul></blockquote><p></p>
[QUOTE="Starfox, post: 4499460, member: 2303"] This is an idea for a campaign-specific rules option. I'm not proposing a general rule change, merely the effects of this alternate rule on a campaign. I guess most of us have played computer games where you fight a level 1 bandit at level 1, then mysteriously find only level 10 bandits when you are level 10. I have players allergic to this, so I wanted to air an idea to make level differences less dramatic. In other words, a system that lets you fight level 1 bandits even at level 10. My idea is very simple. Simply remove the +1/2 levels factor from all cases where it applies. AC, Defenses, Attack Rolls, Skills. The one exception would be Initiative, where I feel it should still apply. What troubles should I expect? These are some things I've tough about [list] [*]Xp discrepancies. The change in XP over levels assumes the 1/2 levels factor is there. Higher level monsters will give to much xp, lower level monsters too little. Doesn't particularly bother me actually, as I think the rate of xp increase over levels is a bit low now, and I'm strongly considering not using xp for this game anyway. It will make encounter design a bit tricky, tough. [*]Magic item economy. Same argument as above. [*]Skill challenges. The DCs of skill challenges now increase slightly more than +1/2 levels. My solution is to simply reduce the DCs by 1/2 levels. [*]Hit points will still escalate, and in fact will be one of the major deciding factors with level. But 1-st level hit points are pretty high these days, so the proportional hit point change over levels is not ridiculous. [/list] [/QUOTE]
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