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General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="ashockney" data-source="post: 2991088" data-attributes="member: 1363"><p>I'm loving this topic...</p><p></p><p>From my perspective, to Wulf and Glassjaw there's a VERY important question we need to know the answer to first. </p><p></p><p>How much do you want/are you willing to change the game?</p><p></p><p>Even something as simple as "can't go more than one level in a arcane/divine casting class per two levels" has profound ramifications to all kinds of villians, encounters, treasures, magic item values, and a sweeping impact to the CR/EL system. (I love the idea, btw.)</p><p></p><p>I also concur that you've nailed a few of the key components of "game changers":</p><p></p><p>1) Ability to defy current laws of physics - shift planes, teleport, fly, levitate, etc.</p><p>2) Ability to define absolute truth - commune, divination, locate, irreconilably high skills</p><p>3) Ability to dismantle a character in one blow - poison, petrification, paralysis, unconsciousness, death</p><p>4) Ability to achieve absolutes - mordenkainen's, immunities, anti-, etc.</p><p></p><p>These are great examples of the constraints of high level 3.x D&D. In addition, I would add to that list: </p><p>1) Complexity of determining actions</p><p>2) Complexity of determining modifiers</p><p>3) Complexity of determining resolutions</p></blockquote><p></p>
[QUOTE="ashockney, post: 2991088, member: 1363"] I'm loving this topic... From my perspective, to Wulf and Glassjaw there's a VERY important question we need to know the answer to first. How much do you want/are you willing to change the game? Even something as simple as "can't go more than one level in a arcane/divine casting class per two levels" has profound ramifications to all kinds of villians, encounters, treasures, magic item values, and a sweeping impact to the CR/EL system. (I love the idea, btw.) I also concur that you've nailed a few of the key components of "game changers": 1) Ability to defy current laws of physics - shift planes, teleport, fly, levitate, etc. 2) Ability to define absolute truth - commune, divination, locate, irreconilably high skills 3) Ability to dismantle a character in one blow - poison, petrification, paralysis, unconsciousness, death 4) Ability to achieve absolutes - mordenkainen's, immunities, anti-, etc. These are great examples of the constraints of high level 3.x D&D. In addition, I would add to that list: 1) Complexity of determining actions 2) Complexity of determining modifiers 3) Complexity of determining resolutions [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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