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General Tabletop Discussion
*Dungeons & Dragons
5e and Epic Level for aspiring Deities and Demigods
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<blockquote data-quote="pemerton" data-source="post: 5996429" data-attributes="member: 42582"><p>If by "the game" you mean "the fiction", then I agree.</p><p></p><p>If by "the game" you mean "the mechanics", then I don't agree. I don't object to new mechanical modules (eg domain or worshipper management systems) that people can jack on if they want to. But I don't want to have to change systems to run an epic campaign.</p><p></p><p>This is to some extent a matter of degree, though. High level 4e has more action denial debuffs, for example, and expects both NPCs/monsters and PCs to deploy various sorts of mechanical solutions. It also has more flight. Rituals become grander in their scope and power (the PCs in my game just spent their first night in the Underdark in a Hallowed Temple, for example - they didn't do that at 1st level). These are all new mechanical elements, corresponding to new aspects of the story, but they don't create markedly new subsystems or techniques of play. They extend what was already going on (eg tactical deployment of powers, tactical movement, rituals as key elements for exploration, etc).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5996429, member: 42582"] If by "the game" you mean "the fiction", then I agree. If by "the game" you mean "the mechanics", then I don't agree. I don't object to new mechanical modules (eg domain or worshipper management systems) that people can jack on if they want to. But I don't want to have to change systems to run an epic campaign. This is to some extent a matter of degree, though. High level 4e has more action denial debuffs, for example, and expects both NPCs/monsters and PCs to deploy various sorts of mechanical solutions. It also has more flight. Rituals become grander in their scope and power (the PCs in my game just spent their first night in the Underdark in a Hallowed Temple, for example - they didn't do that at 1st level). These are all new mechanical elements, corresponding to new aspects of the story, but they don't create markedly new subsystems or techniques of play. They extend what was already going on (eg tactical deployment of powers, tactical movement, rituals as key elements for exploration, etc). [/QUOTE]
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