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<blockquote data-quote="Willie the Duck" data-source="post: 6947062" data-attributes="member: 6799660"><p>'No one' is hyperbolic. Likewise, I don't factually know what was on the 3e designers list of things to fix. Tony asked for a perspective from a BECMI player, so I gave one.</p><p></p><p>I'm really not sure what you are getting at with the retiring offscreen part.</p><p></p><p></p><p></p><p>BECM (we'll just leave I as its' own thing, kinda like ELH-3.0) had a few break points. Everything after you got 9th level spells was its' own category, since you didn't really gain much. However, in BECM (and AD&D) there was a point around 9th or 10th level where all the numbers changed-you stopped gaining dice of hp and instead just gained a set amount. The xp requirements for each level stopped doubling and instead went up by a set amount. Depending on the edition, you then got followers, or in the case of C from BECM, actual rules for settling down and managing a domain. Frankly, it was still entirely too sparse, but you could rule a Duchy, go to war, basically retire from adventuring. It was not made clear exactly why one should do that, though, since the magic users and clerics were still gaining 'blow-em-up' and 'cure-em-up' spells and not just 'Bigby's flourishing crops' or 'cure critical water crises.'</p><p></p><p>I think I get what you are saying. And yes, high level magic has and always will create a division between adventurers who have to think carefully on how they are going to cross a river, and those whom the DM is going to have to think carefully to keep from crossing the planet. It's still a far cry from the name-level distinction of TSR-era games.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 6947062, member: 6799660"] 'No one' is hyperbolic. Likewise, I don't factually know what was on the 3e designers list of things to fix. Tony asked for a perspective from a BECMI player, so I gave one. I'm really not sure what you are getting at with the retiring offscreen part. BECM (we'll just leave I as its' own thing, kinda like ELH-3.0) had a few break points. Everything after you got 9th level spells was its' own category, since you didn't really gain much. However, in BECM (and AD&D) there was a point around 9th or 10th level where all the numbers changed-you stopped gaining dice of hp and instead just gained a set amount. The xp requirements for each level stopped doubling and instead went up by a set amount. Depending on the edition, you then got followers, or in the case of C from BECM, actual rules for settling down and managing a domain. Frankly, it was still entirely too sparse, but you could rule a Duchy, go to war, basically retire from adventuring. It was not made clear exactly why one should do that, though, since the magic users and clerics were still gaining 'blow-em-up' and 'cure-em-up' spells and not just 'Bigby's flourishing crops' or 'cure critical water crises.' I think I get what you are saying. And yes, high level magic has and always will create a division between adventurers who have to think carefully on how they are going to cross a river, and those whom the DM is going to have to think carefully to keep from crossing the planet. It's still a far cry from the name-level distinction of TSR-era games. [/QUOTE]
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