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<blockquote data-quote="Lylandra" data-source="post: 7066141" data-attributes="member: 6816692"><p>I think you have identified a good part of the problem. When I saw 4e's "tier play" and all that neat explanation about what tiering and growing stronger AND more impactful means in both the DMG and the PG, I was more than happy. Because the guide books basically tell you to let your PCs grow in the game's world, therefore laying an official basis for non-number based character development. </p><p></p><p>However, the published modules, while going from heroic tier all the way towards epic, only increased the adversary's strength. And many GMs rely on published modules. How should they then even have a chance to understand what the original developer's intention was, or how real growth in terms of responsibility looks like, if even the official modules take the easy way out?</p><p></p><p>In my opinion, the 3e modules were even worse... most times you had a dungeon and a (very basic) reason to go there. Back then when I was GMing our epic level Planescape campaign from time to time (we did switch GMs every few adventures), I really had to search hard to find source material I could even remotely harvest (Thanks, "How the Mighty are fallen"!).</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7066141, member: 6816692"] I think you have identified a good part of the problem. When I saw 4e's "tier play" and all that neat explanation about what tiering and growing stronger AND more impactful means in both the DMG and the PG, I was more than happy. Because the guide books basically tell you to let your PCs grow in the game's world, therefore laying an official basis for non-number based character development. However, the published modules, while going from heroic tier all the way towards epic, only increased the adversary's strength. And many GMs rely on published modules. How should they then even have a chance to understand what the original developer's intention was, or how real growth in terms of responsibility looks like, if even the official modules take the easy way out? In my opinion, the 3e modules were even worse... most times you had a dungeon and a (very basic) reason to go there. Back then when I was GMing our epic level Planescape campaign from time to time (we did switch GMs every few adventures), I really had to search hard to find source material I could even remotely harvest (Thanks, "How the Mighty are fallen"!). [/QUOTE]
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