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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="green slime" data-source="post: 2991338" data-attributes="member: 1325"><p>Address this through tighter control of which modifiers are available, have a stricter control of what provides which kind of modifier, and keep them low. (basically fewer modifiers, lower numbers, logical progression).</p><p></p><p></p><p></p><p>?? You can do this already?? Levels add numbers, while roleplaying provides other non-numeric benefits: associates, friends, land, deeds, titles, prestige. Do we need to have this broken down into rules? Surely that is counter to what you are trying to achieve?</p><p></p><p></p><p></p><p>See point 1 above</p><p></p><p></p><p></p><p>See point 1 above.</p><p></p><p></p><p></p><p>Basically, I made certain changes IMC, but I'm not certain about which spells and powers you think are campaign-changing. The presence of <em>everburning torches</em> changes the flavour of a campaign.</p><p></p><p>Anyhow I made the following changes:</p><p>Removed or drastically altered all <em>raise dead</em> type spells.</p><p><em>Teleport</em> spells are reduced in range, so it doesn't provide cross-continental travel. </p><p>There are spells to counter teleport, and so it isn't such a mundane exercise.</p><p><em>Shadow walk</em> is now utilised (dangerous as it is), as are boats.</p><p><em>Fly</em> and <em>invisibility</em> spells are drastically increased in spell level.</p><p>Removed the Ethereal plane.</p><p></p><p>Made it much more difficult to attain bonuses to skills via magic. DnD as is reduces the rogue to a sneak attack machine.</p><p></p><p>Reduced the number of spells providing bonuses overall, and made them more logical, and less stacking.</p><p></p><p>I made these changes because, I wanted to have a campaign where traditionally fantastic elements still remained achievable, (flight, invisibility, teleportation), and yet were not commonplace.</p><p></p><p>The basic problem ("without being forced to deal with certain "campaign-changing" spells, powers, abilities") being highly subjective, and as people's solutions vary wildly, we are left with just that: being forced to deal with camapaign-changing spells. Just because these spells are so very powerful, and affect people's understanding of the campaign world. Yet no one can agree on just how powerful, just what limitation, just how common, they should be.</p></blockquote><p></p>
[QUOTE="green slime, post: 2991338, member: 1325"] Address this through tighter control of which modifiers are available, have a stricter control of what provides which kind of modifier, and keep them low. (basically fewer modifiers, lower numbers, logical progression). ?? You can do this already?? Levels add numbers, while roleplaying provides other non-numeric benefits: associates, friends, land, deeds, titles, prestige. Do we need to have this broken down into rules? Surely that is counter to what you are trying to achieve? See point 1 above See point 1 above. Basically, I made certain changes IMC, but I'm not certain about which spells and powers you think are campaign-changing. The presence of [i]everburning torches[/i] changes the flavour of a campaign. Anyhow I made the following changes: Removed or drastically altered all [i]raise dead[/i] type spells. [i]Teleport[/i] spells are reduced in range, so it doesn't provide cross-continental travel. There are spells to counter teleport, and so it isn't such a mundane exercise. [i]Shadow walk[/i] is now utilised (dangerous as it is), as are boats. [i]Fly[/i] and [i]invisibility[/i] spells are drastically increased in spell level. Removed the Ethereal plane. Made it much more difficult to attain bonuses to skills via magic. DnD as is reduces the rogue to a sneak attack machine. Reduced the number of spells providing bonuses overall, and made them more logical, and less stacking. I made these changes because, I wanted to have a campaign where traditionally fantastic elements still remained achievable, (flight, invisibility, teleportation), and yet were not commonplace. The basic problem ("without being forced to deal with certain "campaign-changing" spells, powers, abilities") being highly subjective, and as people's solutions vary wildly, we are left with just that: being forced to deal with camapaign-changing spells. Just because these spells are so very powerful, and affect people's understanding of the campaign world. Yet no one can agree on just how powerful, just what limitation, just how common, they should be. [/QUOTE]
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