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<blockquote data-quote="FrogReaver" data-source="post: 7580137" data-attributes="member: 6795602"><p>A level 3-4 campaign could be very fun. However, may I suggest starting players at whatever reasonable level they get the character abilities they want to use. Probably for most it would be more like level 6 or 7 instead of level 3-4. </p><p></p><p>Once they have helped you determine the level then start designing the campaign around that level. </p><p></p><p>As far as advancement without levels, you could easily base most advancement on obtaining better gear which you as the DM get to gate. You would simply fundamentally alter how items in D&D functions. Armor might add hp. A sword might be swift and grant extra attacks. An axe might grant double damage dice. A spell focus be what contains your spell slots and you need it upgraded to unlock.</p><p></p><p>I guess it depends on if the problem for you is the PC's getting stronger in itself or if the problem is the pc's getting stronger that much faster based on skill instead of gear.</p><p></p><p>If propping characters up with better gear doesn't work then you need to grant PC's a way to obtain temporary buffs. Of course if you give out too many temporary buffs the PC's will still feel like they've greatly increased in power.</p><p></p><p>So instead, I suggest giving the game a strategical overarching goal. Your goal is help your King reach his dream of having the largest most rich and powerful kingdom in the world. You gain reputation for completing adventuring tasks for the kingdom and it's inhabitants. Reputation can be spent to influence the king to take a particular course of action. To obtain favors from the King. etc. The more reputation you have the nicer lifestyle and accommodations you have etc.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7580137, member: 6795602"] A level 3-4 campaign could be very fun. However, may I suggest starting players at whatever reasonable level they get the character abilities they want to use. Probably for most it would be more like level 6 or 7 instead of level 3-4. Once they have helped you determine the level then start designing the campaign around that level. As far as advancement without levels, you could easily base most advancement on obtaining better gear which you as the DM get to gate. You would simply fundamentally alter how items in D&D functions. Armor might add hp. A sword might be swift and grant extra attacks. An axe might grant double damage dice. A spell focus be what contains your spell slots and you need it upgraded to unlock. I guess it depends on if the problem for you is the PC's getting stronger in itself or if the problem is the pc's getting stronger that much faster based on skill instead of gear. If propping characters up with better gear doesn't work then you need to grant PC's a way to obtain temporary buffs. Of course if you give out too many temporary buffs the PC's will still feel like they've greatly increased in power. So instead, I suggest giving the game a strategical overarching goal. Your goal is help your King reach his dream of having the largest most rich and powerful kingdom in the world. You gain reputation for completing adventuring tasks for the kingdom and it's inhabitants. Reputation can be spent to influence the king to take a particular course of action. To obtain favors from the King. etc. The more reputation you have the nicer lifestyle and accommodations you have etc. [/QUOTE]
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