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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="ashockney" data-source="post: 2991101" data-attributes="member: 1363"><p><strong>Simplest Changes</strong></p><p></p><p>Very different levels of impact can be had on the game. If you want to try to save your 3.x game and expand your sweet spot, consider the following:</p><p></p><p>1) Give the players something to focus on from 10th to 20th that is NOT character development - ie, reputation, prestige, a stronghold, a dynasty, a legacy - in doing so, reduce the "scope" of your game by an enormous magnitude...do NOT make it a requirement to go to plane-hopping madness to encounter challenges and be challenged. </p><p></p><p>2) Using the "arms race" approach, for every action you must develop and implement an equal and more powerful reaction. As it relates to the list of "issues" posted above, your higher level opponents and players must have access to effective counter measures:</p><p></p><p>a) defy physics - high level area spells and effects that prevent effects</p><p>b) divine truth - high level skills, spells, abilities, and tactics that prevent this from happening (think high level mob bosses)</p><p>c) dismantle in one blow - ready access to life saving measures that negate these one-shot kill effects (see Deathguard from 2nd Edition)</p><p>d) absolutes - this one is a tough one to get around, however, I'd recommend feats and abilities that allow you to reduce immunities to high resistances</p><p></p><p>Doing these things will "change" your game, but extend your sweet spot. It will require some work on your part and your players, but will offer a richer, more rewarding game for longer. If you'd like some more specific details, I've done some of all of the above, and run two campaigns using/playtesting some ideas I've listed here.</p></blockquote><p></p>
[QUOTE="ashockney, post: 2991101, member: 1363"] [b]Simplest Changes[/b] Very different levels of impact can be had on the game. If you want to try to save your 3.x game and expand your sweet spot, consider the following: 1) Give the players something to focus on from 10th to 20th that is NOT character development - ie, reputation, prestige, a stronghold, a dynasty, a legacy - in doing so, reduce the "scope" of your game by an enormous magnitude...do NOT make it a requirement to go to plane-hopping madness to encounter challenges and be challenged. 2) Using the "arms race" approach, for every action you must develop and implement an equal and more powerful reaction. As it relates to the list of "issues" posted above, your higher level opponents and players must have access to effective counter measures: a) defy physics - high level area spells and effects that prevent effects b) divine truth - high level skills, spells, abilities, and tactics that prevent this from happening (think high level mob bosses) c) dismantle in one blow - ready access to life saving measures that negate these one-shot kill effects (see Deathguard from 2nd Edition) d) absolutes - this one is a tough one to get around, however, I'd recommend feats and abilities that allow you to reduce immunities to high resistances Doing these things will "change" your game, but extend your sweet spot. It will require some work on your part and your players, but will offer a richer, more rewarding game for longer. If you'd like some more specific details, I've done some of all of the above, and run two campaigns using/playtesting some ideas I've listed here. [/QUOTE]
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