Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Capping Spells at 3rd Level
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CleverNickName" data-source="post: 4153161" data-attributes="member: 50987"><p>My reasons for wanting to cap the level advancement so low are purely nostalgic.</p><p></p><p>My "regular" gaming group is pretty much a straight-up 3.5E campaign...high-level, high-magic, in a homebrew world. The party is ~16th level, and will probably be Epic (~25th level) by the time they conclude the adventure path. It's a good time, and everyone is having fun with their superheroes.</p><p></p><p>This weekend, though, I will be starting up a "second" gaming group. And this time, insted of the same old 3.5E adventure path, I want to run all of my old "B" and "X" modules instead. To do that, I needed a way to preserve that gritty, low-level flavor of these modules no matter how many times we game together or how many adventures we complete.</p><p></p><p>I had been wracking my brain, trying to find a way to do this without sucking out all of the fun or creating a game balance nightmare. Since SP pointed me to the E6 rules, I've been hammering out notes like crazy. This is going to be awesome.</p><p></p><p>As SP pointed out (and as the E6 documents state directly), the "Epic 6" level is arbitrary; you should adjust it to suit your gaming style, campaign setting, or even the specific adventures you want to run. For example, if you were going to spend a month or two playing the Isle of Dread module ("for character levels 3 thru 7"), you could start everyone at 3rd level and cap it at 7th. That way, the module stays fun and balanced no matter how long the party stays on the island, without the hassle of scaling the encounters.</p><p></p><p>I know one fellow who built a whole shipwreck/survival adventure path, taking place entirely on the Isle of Dread...it was all very reminiscent of the TV series "Lost." Now, imagine how lame would it have been for that whole series of adventures to end with "my cleric is 11th level now, so she casts <em>word of recall</em> and everyone goes home! Go me!"</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 4153161, member: 50987"] My reasons for wanting to cap the level advancement so low are purely nostalgic. My "regular" gaming group is pretty much a straight-up 3.5E campaign...high-level, high-magic, in a homebrew world. The party is ~16th level, and will probably be Epic (~25th level) by the time they conclude the adventure path. It's a good time, and everyone is having fun with their superheroes. This weekend, though, I will be starting up a "second" gaming group. And this time, insted of the same old 3.5E adventure path, I want to run all of my old "B" and "X" modules instead. To do that, I needed a way to preserve that gritty, low-level flavor of these modules no matter how many times we game together or how many adventures we complete. I had been wracking my brain, trying to find a way to do this without sucking out all of the fun or creating a game balance nightmare. Since SP pointed me to the E6 rules, I've been hammering out notes like crazy. This is going to be awesome. As SP pointed out (and as the E6 documents state directly), the "Epic 6" level is arbitrary; you should adjust it to suit your gaming style, campaign setting, or even the specific adventures you want to run. For example, if you were going to spend a month or two playing the Isle of Dread module ("for character levels 3 thru 7"), you could start everyone at 3rd level and cap it at 7th. That way, the module stays fun and balanced no matter how long the party stays on the island, without the hassle of scaling the encounters. I know one fellow who built a whole shipwreck/survival adventure path, taking place entirely on the Isle of Dread...it was all very reminiscent of the TV series "Lost." Now, imagine how lame would it have been for that whole series of adventures to end with "my cleric is 11th level now, so she casts [I]word of recall[/I] and everyone goes home! Go me!" [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Capping Spells at 3rd Level
Top