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*TTRPGs General
A new Tier System for 5E
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<blockquote data-quote="Stormonu" data-source="post: 5733301" data-attributes="member: 52734"><p>What about making tiers about what options you put into play, instead of what levels you play?</p><p></p><p>You could play at the Adventurer Tier from 1st to 100th level, but if you move to the Heroic Tier, you're adding something new - additional spell levels, powers and/or options.</p><p></p><p><strong>Adventurer Tier:</strong> magic is rare and can be easily subsumed by natural ability or skill, hit point and ability score inflation is low, monsters tend to have few supernatural powers. Designed for simple, fast play.</p><p></p><p><strong>Heroic Tier:</strong> magic has a wide variety of applications and can be on par with natural talent or skill, characters are harder to kill with the additions of surges, ability scores tend towards the higher end and are often near "human max", magic items are more common, monsters have more tricks up their sleeves and combat tends to be more tactical. Designed for broad, deep options but relatively fast play.</p><p></p><p><strong>Paragon Tier:</strong> magic has the most complex effects and counter-effects; it can be more powerful than natural ability or skill but at a cost, ability scores tend to reach superhuman levels, magic items are common and monsters are tactically complex wars that take an entire session to defeat. Designed for immersive all-hands-on type play.</p><p></p><p><strong>Epic Tier:</strong> magic has no limits, abilities are beyond the ken of mortals, monsters are deadly. Designed for fast-moving, high-powered games.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5733301, member: 52734"] What about making tiers about what options you put into play, instead of what levels you play? You could play at the Adventurer Tier from 1st to 100th level, but if you move to the Heroic Tier, you're adding something new - additional spell levels, powers and/or options. [B]Adventurer Tier:[/B] magic is rare and can be easily subsumed by natural ability or skill, hit point and ability score inflation is low, monsters tend to have few supernatural powers. Designed for simple, fast play. [B]Heroic Tier:[/B] magic has a wide variety of applications and can be on par with natural talent or skill, characters are harder to kill with the additions of surges, ability scores tend towards the higher end and are often near "human max", magic items are more common, monsters have more tricks up their sleeves and combat tends to be more tactical. Designed for broad, deep options but relatively fast play. [B]Paragon Tier:[/B] magic has the most complex effects and counter-effects; it can be more powerful than natural ability or skill but at a cost, ability scores tend to reach superhuman levels, magic items are common and monsters are tactically complex wars that take an entire session to defeat. Designed for immersive all-hands-on type play. [B]Epic Tier:[/B] magic has no limits, abilities are beyond the ken of mortals, monsters are deadly. Designed for fast-moving, high-powered games. [/QUOTE]
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