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A new Tier System for 5E
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<blockquote data-quote="howandwhy99" data-source="post: 5733661" data-attributes="member: 3192"><p>What if the game changed with different tiers?</p><p></p><p>The designers were talking about module design and optional increases in the amount of rules or complexity in the game. What if the tiers were each a kind of module with a particular scope of play highlighted? For example:</p><p></p><p><u>Heroic</u> = skirmish level combat, character POV map exploration, small group and individual NPC interaction, short quests, simple traps and puzzles, pocket money accounting, single use magic items and/or low powered charged items, etc. [basic D&D for a lot of people]</p><p></p><p><u>Paragon</u> = skirmish + small unit combat, construction and leadership of factions of NPCs - including urban politics, ongoing quests with multiple stages, complex traps and puzzles, fortification construction (e.g. forts and castles) and management, mercantile trade, service and manufacturing - a trade bar size economy, multiple and permanent use magic items, etc. [high level D&D for some]</p><p></p><p><u>Epic</u> = mass combat with the potential for many spheres in a battle and many battles to a war, extra planar map exploration, imperial rule and politics, a single overarching quest or perhaps a small community of only legendary NPCs, multiplanar fortifications, multiplanar trade - monies and resources, iconic artifacts and relics. </p><p></p><p>Powers and spells and martial combat abilities and monsters and everything else could still be scalar along the above lines. Plus the groupings could be more than the three for 4E.</p><p></p><p>What doesn't have to be hard coded is the number of levels in each or even the encounter with each by PC level. Maybe a first level party runs into a colossal combat along its edges? Maybe they encounter clues to the location of an artifact? Perhaps outer planar beings are behind the troubles of their local adventure? -and all of these higher level challenges still follow the higher level modular game rules? This could keep the whole connected.</p><p></p><p>Some groups may opt for partial modular inclusion. Some may skip the higher level stuff for lower levels. Some may start in those higher levels. Some may not have combat as an option at all. Some may exclusively be magic and magic use exploration. Or politics. Or planar exploration. Or whatever options they desire. </p><p></p><p>Other game designs have dropped the growth aspect where player character become more powerful through play, but I think that's one of the defining elements of D&D. So in my vision the above may all be options at all times, but complexity and statistical probability for the die rolls would be easier for the lower level stuff with bonuses easing the die rolls once the higher stuff once players are ready to deal with it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5733661, member: 3192"] What if the game changed with different tiers? The designers were talking about module design and optional increases in the amount of rules or complexity in the game. What if the tiers were each a kind of module with a particular scope of play highlighted? For example: [U]Heroic[/U] = skirmish level combat, character POV map exploration, small group and individual NPC interaction, short quests, simple traps and puzzles, pocket money accounting, single use magic items and/or low powered charged items, etc. [basic D&D for a lot of people] [U]Paragon[/U] = skirmish + small unit combat, construction and leadership of factions of NPCs - including urban politics, ongoing quests with multiple stages, complex traps and puzzles, fortification construction (e.g. forts and castles) and management, mercantile trade, service and manufacturing - a trade bar size economy, multiple and permanent use magic items, etc. [high level D&D for some] [U]Epic[/U] = mass combat with the potential for many spheres in a battle and many battles to a war, extra planar map exploration, imperial rule and politics, a single overarching quest or perhaps a small community of only legendary NPCs, multiplanar fortifications, multiplanar trade - monies and resources, iconic artifacts and relics. Powers and spells and martial combat abilities and monsters and everything else could still be scalar along the above lines. Plus the groupings could be more than the three for 4E. What doesn't have to be hard coded is the number of levels in each or even the encounter with each by PC level. Maybe a first level party runs into a colossal combat along its edges? Maybe they encounter clues to the location of an artifact? Perhaps outer planar beings are behind the troubles of their local adventure? -and all of these higher level challenges still follow the higher level modular game rules? This could keep the whole connected. Some groups may opt for partial modular inclusion. Some may skip the higher level stuff for lower levels. Some may start in those higher levels. Some may not have combat as an option at all. Some may exclusively be magic and magic use exploration. Or politics. Or planar exploration. Or whatever options they desire. Other game designs have dropped the growth aspect where player character become more powerful through play, but I think that's one of the defining elements of D&D. So in my vision the above may all be options at all times, but complexity and statistical probability for the die rolls would be easier for the lower level stuff with bonuses easing the die rolls once the higher stuff once players are ready to deal with it. [/QUOTE]
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