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*Dungeons & Dragons
A Power Dial Separate From Level
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<blockquote data-quote="Oofta" data-source="post: 9206628" data-attributes="member: 6801845"><p>D&D 3.x point buy had different arrays for different power levels, you could start there. To make PCs more powerful there's always things like a bonus feat at first level, make spell access and scrolls easy to come by. There are boons in the DMG and likely other sources that I'm too lazy to look up at the moment. Tweaking how often PCs get to rest and what a rest entails can go both ways with PCs either resting whenever they want or limited to safe locations and a extending the time. </p><p></p><p>To make PCs less powerful you can limit access to spells, enforce spell components, be a stickler for verbal components being loud enough for everyone to hear and somatic components require a free hand. Enforce things like it takes an action to don or doff a shield so no easy switch between melee and ranged for many. Don't forget that feats are optional, as is multi-classing. Limit access to spells or ban ones you find problematic, really think about the consequences of things like casting fireball in a city. You can limit weapon and armor based on technology of the setting, although if you want to support strength based PCs, I'd be a little careful with limits to armor.</p><p></p><p>On the other side of things you can make monsters tougher, something I do simply by adding to their attack bonuses or doing additional damage. Occasionally I'll add more HP but I'm more likely to just set up the encounter environment to help the monsters. Legendary creatures get more legendary actions and saves based on the number of people in the party.</p><p></p><p>Depends on what you're going for. I've never had an issue with challenging groups, I just make sure attrition matters and think about tactics the enemy is going to use. But I don't think there is not one simple answer to me, it's a grab-bag of options you just kind of have to throw together. In my own campaigns I make some things easier, some things harder.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9206628, member: 6801845"] D&D 3.x point buy had different arrays for different power levels, you could start there. To make PCs more powerful there's always things like a bonus feat at first level, make spell access and scrolls easy to come by. There are boons in the DMG and likely other sources that I'm too lazy to look up at the moment. Tweaking how often PCs get to rest and what a rest entails can go both ways with PCs either resting whenever they want or limited to safe locations and a extending the time. To make PCs less powerful you can limit access to spells, enforce spell components, be a stickler for verbal components being loud enough for everyone to hear and somatic components require a free hand. Enforce things like it takes an action to don or doff a shield so no easy switch between melee and ranged for many. Don't forget that feats are optional, as is multi-classing. Limit access to spells or ban ones you find problematic, really think about the consequences of things like casting fireball in a city. You can limit weapon and armor based on technology of the setting, although if you want to support strength based PCs, I'd be a little careful with limits to armor. On the other side of things you can make monsters tougher, something I do simply by adding to their attack bonuses or doing additional damage. Occasionally I'll add more HP but I'm more likely to just set up the encounter environment to help the monsters. Legendary creatures get more legendary actions and saves based on the number of people in the party. Depends on what you're going for. I've never had an issue with challenging groups, I just make sure attrition matters and think about tactics the enemy is going to use. But I don't think there is not one simple answer to me, it's a grab-bag of options you just kind of have to throw together. In my own campaigns I make some things easier, some things harder. [/QUOTE]
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