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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Kid Charlemagne" data-source="post: 2986011" data-attributes="member: 93"><p>Is the goal to extend the time spent playing 1-10, or is the goal to extend the sweet spot so that it continues into later levels? Is that second option even possible? I think my response would be to try to re-imagine those items that are too "wahoo" for you - I think those are things like teleport, raise dead, etc, as well. Then maybe you could continue to capture the sweet spot feel while continuing to advance all the way to 20th level. This could be accomplished by capping those "wahoo" areas, while leaving the other bits intact (which a lot of people already do).</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 2986011, member: 93"] Is the goal to extend the time spent playing 1-10, or is the goal to extend the sweet spot so that it continues into later levels? Is that second option even possible? I think my response would be to try to re-imagine those items that are too "wahoo" for you - I think those are things like teleport, raise dead, etc, as well. Then maybe you could continue to capture the sweet spot feel while continuing to advance all the way to 20th level. This could be accomplished by capping those "wahoo" areas, while leaving the other bits intact (which a lot of people already do). [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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