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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5765302" data-attributes="member: 1165"><p>IMO, fighting humans and humanoids up to about 15th-level (mid-paragon) works. I think someone worked out that, in 3.x, Olympic-level athletes could be considered 15th-level characters. (IMO, high heroic level minions with skill-boosting abilities could represent people like Albert Einstein.)</p><p></p><p></p><p></p><p>I don't think that's really necessary. By the time your PCs are paragon, the scale of threats they're facing has changed. Now an entire army is needed to challenge them... or that somewhat rare band of high-power NPCs.</p><p></p><p></p><p></p><p>Use the inherent item rules. That's easier and a bit more balanced too.</p><p></p><p></p><p></p><p>No. IMO, that's a bad idea. Level should still mean something.</p><p></p><p></p><p></p><p>IMO, that would result in "grind". PCs almost always do low damage. You'd end up with wizards constantly spamming that AoE fire at-will attack in an effort to slowly crisp those enemies to death. They'll win, it's pre-ordained, but it'll take many many rounds. Which would cause you to wonder... why are the NPCs still fighting? They should be running after they've lost a few of their number.</p><p></p><p>According to the rules of movie plots (TM), the main villain should always be more powerful than the hero. And each adventure/campaign portion is basically a movie with its own "boss".</p><p></p><p>The types of encounters could change. New groups could emerge and/or move into the city. The PCs can discover a hidden factional war. The mayor is revealed to be evil, so he gets himself turned into a lich, giving him a power-up substantially higher than the template would indicate. Social encounters have DCs based on level, and politics can involve outside forces trying to outright conquer the city. Even fighting crime could still work; after the PCs have knocked out the third thieves' guild in as many years, the survivors will have learned, gotten outside talent, and set up a nasty memorable trap-filled encounter.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5765302, member: 1165"] IMO, fighting humans and humanoids up to about 15th-level (mid-paragon) works. I think someone worked out that, in 3.x, Olympic-level athletes could be considered 15th-level characters. (IMO, high heroic level minions with skill-boosting abilities could represent people like Albert Einstein.) I don't think that's really necessary. By the time your PCs are paragon, the scale of threats they're facing has changed. Now an entire army is needed to challenge them... or that somewhat rare band of high-power NPCs. Use the inherent item rules. That's easier and a bit more balanced too. No. IMO, that's a bad idea. Level should still mean something. IMO, that would result in "grind". PCs almost always do low damage. You'd end up with wizards constantly spamming that AoE fire at-will attack in an effort to slowly crisp those enemies to death. They'll win, it's pre-ordained, but it'll take many many rounds. Which would cause you to wonder... why are the NPCs still fighting? They should be running after they've lost a few of their number. According to the rules of movie plots (TM), the main villain should always be more powerful than the hero. And each adventure/campaign portion is basically a movie with its own "boss". The types of encounters could change. New groups could emerge and/or move into the city. The PCs can discover a hidden factional war. The mayor is revealed to be evil, so he gets himself turned into a lich, giving him a power-up substantially higher than the template would indicate. Social encounters have DCs based on level, and politics can involve outside forces trying to outright conquer the city. Even fighting crime could still work; after the PCs have knocked out the third thieves' guild in as many years, the survivors will have learned, gotten outside talent, and set up a nasty memorable trap-filled encounter. [/QUOTE]
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