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Character Level / World Power - Comparison
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<blockquote data-quote="howandwhy99" data-source="post: 1604730" data-attributes="member: 3192"><p>I like the idea of NPC classes like the Adept, but it seems that they are rarely used. If 99% of the population is using underpowered classes, then the PC's really should stand out in comparison.</p><p> </p><p>I feel that some of the problem points in the new rules (mainly magic item creation rules & shapechanging/polymorph) are being highlighted more and more as not only functional, but selling points of the system. Crafting magic items is something I would like the PC's to do, but I would prefer the creation was a significant event within the campaign itself. I prefer to run item creation like a several week/month long ritual that must be completed at the top of some hilltop in the lightning and rain. </p><p></p><p>Another potential problem area that hasn' often been seen is monster creation by the players. I would love to give the Druid the power to create life. I see them as the old Celtic mystics in a strict secret order (a la Foucault's Pendulum) that has secrets within secrets, higher circles, and ties to the planet and universe itself. And that these ties cross over anything like race or culture. But if I gave this to the Druid class which already has some game-breaking spells and fuzzy abilities like wildshape, I fear I would only be adding another potential area of abuse; the monster creation rules.</p><p></p><p>I will have to look at this. It sounds interesting, but as a player I don't actually mind the spell slot system.</p><p> </p><p>Like I said, mine is more adventure based.</p><p> </p><p>You're right. I wish they would put this in the core rules. It seems that a certain amount of rule tweaking is necessary for any game. I'd rather that, than an atmosphere of "don't change the rules, they are delicately inter-balanced".</p><p> </p><p>The campaign guide is actually on its way to me now. I am keeping an open mind about it and will see what interests me when I read it. I'm assuming that it is a world where the DMG demographics are sensible. </p><p> </p><p>Yep, I noticed this thread earlier. Great job! I just don't expect much in the way of PC-led land warfare or land welfare. (unless that is the direction they choose: hence FoB & MMS:WE for now)</p><p></p><p>For me, apprenticeships always stopped when you reached zero experience points. I do miss the gradations that came from Spellcasting and certain levels (like Leadership). They felt less arbitrary to me and more like you had reached a turning point in your career. (graduation or retirement, for example)</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1604730, member: 3192"] I like the idea of NPC classes like the Adept, but it seems that they are rarely used. If 99% of the population is using underpowered classes, then the PC's really should stand out in comparison. I feel that some of the problem points in the new rules (mainly magic item creation rules & shapechanging/polymorph) are being highlighted more and more as not only functional, but selling points of the system. Crafting magic items is something I would like the PC's to do, but I would prefer the creation was a significant event within the campaign itself. I prefer to run item creation like a several week/month long ritual that must be completed at the top of some hilltop in the lightning and rain. Another potential problem area that hasn' often been seen is monster creation by the players. I would love to give the Druid the power to create life. I see them as the old Celtic mystics in a strict secret order (a la Foucault's Pendulum) that has secrets within secrets, higher circles, and ties to the planet and universe itself. And that these ties cross over anything like race or culture. But if I gave this to the Druid class which already has some game-breaking spells and fuzzy abilities like wildshape, I fear I would only be adding another potential area of abuse; the monster creation rules. I will have to look at this. It sounds interesting, but as a player I don't actually mind the spell slot system. Like I said, mine is more adventure based. You're right. I wish they would put this in the core rules. It seems that a certain amount of rule tweaking is necessary for any game. I'd rather that, than an atmosphere of "don't change the rules, they are delicately inter-balanced". The campaign guide is actually on its way to me now. I am keeping an open mind about it and will see what interests me when I read it. I'm assuming that it is a world where the DMG demographics are sensible. Yep, I noticed this thread earlier. Great job! I just don't expect much in the way of PC-led land warfare or land welfare. (unless that is the direction they choose: hence FoB & MMS:WE for now) For me, apprenticeships always stopped when you reached zero experience points. I do miss the gradations that came from Spellcasting and certain levels (like Leadership). They felt less arbitrary to me and more like you had reached a turning point in your career. (graduation or retirement, for example) [/QUOTE]
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