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Crazy Idea - DM picks a level, PCs stay there
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<blockquote data-quote="Ahnirades" data-source="post: 5192148" data-attributes="member: 45759"><p>Thanks for the responses, guys. I don't have time to answer everything right now, so I'll pick one:</p><p> </p><p></p><p> </p><p>It's not really intended for new players, although it could run quite smoothly if the campaign was set at a low level. I don't see utility powers or magic items being much of a hindrance anyway. They use the same basic mechanical framework as everything else. </p><p> </p><p> </p><p></p><p> </p><p>This is something I'm considering, although it'd still be dependent on game world interaction. Swapping out powers and feats would require locating a tutor, or fighting alongside those who practice them. </p><p> </p><p>As for combat becoming repetitive - remember it no longer grants experience. As I see it, fights are likely to occur only when something is at stake. Kicking down the door of the nearest dungeon is still viable, but when xp is absent and treasure thin on the ground it takes on a different complexion. </p><p> </p><p> </p><p></p><p> </p><p>Mechanical character growth is halted. Treasure acquisition slows to a trickle, but it's still possible to get rich via interacting with the game world. What's changed is that you no longer find loot lying around in level appropriate parcels on the battle field. </p><p> </p><p>As far as goals go it's question of tailoring them to what's suggested by the campaign level. Of course you can <em>aspire - </em>this is heroic fiction, after all - but those wishing to radically exceed their mechanical reach need to think outside of advancement mechanics to get what they want.</p></blockquote><p></p>
[QUOTE="Ahnirades, post: 5192148, member: 45759"] Thanks for the responses, guys. I don't have time to answer everything right now, so I'll pick one: It's not really intended for new players, although it could run quite smoothly if the campaign was set at a low level. I don't see utility powers or magic items being much of a hindrance anyway. They use the same basic mechanical framework as everything else. This is something I'm considering, although it'd still be dependent on game world interaction. Swapping out powers and feats would require locating a tutor, or fighting alongside those who practice them. As for combat becoming repetitive - remember it no longer grants experience. As I see it, fights are likely to occur only when something is at stake. Kicking down the door of the nearest dungeon is still viable, but when xp is absent and treasure thin on the ground it takes on a different complexion. Mechanical character growth is halted. Treasure acquisition slows to a trickle, but it's still possible to get rich via interacting with the game world. What's changed is that you no longer find loot lying around in level appropriate parcels on the battle field. As far as goals go it's question of tailoring them to what's suggested by the campaign level. Of course you can [I]aspire - [/I]this is heroic fiction, after all - but those wishing to radically exceed their mechanical reach need to think outside of advancement mechanics to get what they want. [/QUOTE]
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Crazy Idea - DM picks a level, PCs stay there
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