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Eberron-as corny as I think?
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<blockquote data-quote="Hellcow" data-source="post: 2933339" data-attributes="member: 15800"><p>Actually, I never thought it was. My point is that *standard D&D* is far higher than I would like. By the DMG demographics table, the standard metropolis will include an 17th or 18th level cleric (along with a few more in the 15th level range), along with a 16th level wizard and sorcerer. Even in a small city, you've got a good chance at 5th-level arcane and 6th-level divine spells. Again, with Eberron the point is more magewrights and adepts, more 1st-4th level magic... but considerably less 5th-level and above.</p><p></p><p>I want to stress here that I'm <strong>not</strong> against FR. I do <strong>not</strong> consider Eberron in any way an improvement over FR. The ways in which Eberron differs - fewer high-level allies, distant gods, and so on - are not <strong>better</strong> than FR's approach. Among other things, I LIKE having Trojan War style campaigns where the gods walk the earth. But the point is, FR already DOES that. Eberron is an alternative, an option for exploring something that isn't as traditional. </p><p></p><p>So, Eberron has fewer high-level casters than FR or standard D&D. It's intentional, and it's a fact. That doesn't mean having high-level NPCs destroys a game - but it has a different flavor, and Eberron is trying something different. Finding someone who can cast a seventh level spell is a significant challenge. Though again, that's finding an ALLY who can do it... the Lords of Dust have no shortage of high-level casters!</p><p></p><p></p><p>Again, different approach. With the "Players-are-the-heroes-of-the-age" approach of Eberron, it's not a question of numbers. As I've stated before, I do not believe that NPCs have the same inherent right or ability to gain experience and advance as PCs do. It's the same principle as KOTR II - "Do you think EVERYONE can become incredibly powerful just by killing things?" In my opinion - and ONLY my opinion - the typical village blacksmith will not become a better blacksmith by killing a few goblins. Likewise, many NPCs simply have a glass ceiling; 3rd level (or even 1st level!) may simply be as good as they're going to get. Perhaps they just aren't dedicated enough. Perhaps they don't have the inherent talent. But this is why most veterans of the Last War ARE still first or second level, like 99% of the population... because most people don't gain XP as PCs do. The ability to use the XP/advancement system described in the Player's Handbook is something I reserve for PCs, just like action points. NPCs advance when and if I want them to, as best befits the story. </p><p></p><p>This may VERY well be cheesy. But it's how I roll (dice). Essentially, when I'm running a game, it's a move. The PCs are the main characters. They may run into big, cool villains. But they don't running into a stormtrooper who's three levels higher than his buddies because he was on that mission where they killed all the jawas and the others weren't. He's a background character, and background characters often get screwed. </p><p></p><p>Back to the original point, I have no problem with their being epic level characters in FR. But that doesn't mean that population would determine whether there should be any epic level characters in Eberron. Epic level characters are legends, and the goal in Eberron is to say that it's up to the PCs to fill this role (not, mind you, counting the various epic level villains out there).</p></blockquote><p></p>
[QUOTE="Hellcow, post: 2933339, member: 15800"] Actually, I never thought it was. My point is that *standard D&D* is far higher than I would like. By the DMG demographics table, the standard metropolis will include an 17th or 18th level cleric (along with a few more in the 15th level range), along with a 16th level wizard and sorcerer. Even in a small city, you've got a good chance at 5th-level arcane and 6th-level divine spells. Again, with Eberron the point is more magewrights and adepts, more 1st-4th level magic... but considerably less 5th-level and above. I want to stress here that I'm [b]not[/b] against FR. I do [b]not[/b] consider Eberron in any way an improvement over FR. The ways in which Eberron differs - fewer high-level allies, distant gods, and so on - are not [b]better[/b] than FR's approach. Among other things, I LIKE having Trojan War style campaigns where the gods walk the earth. But the point is, FR already DOES that. Eberron is an alternative, an option for exploring something that isn't as traditional. So, Eberron has fewer high-level casters than FR or standard D&D. It's intentional, and it's a fact. That doesn't mean having high-level NPCs destroys a game - but it has a different flavor, and Eberron is trying something different. Finding someone who can cast a seventh level spell is a significant challenge. Though again, that's finding an ALLY who can do it... the Lords of Dust have no shortage of high-level casters! Again, different approach. With the "Players-are-the-heroes-of-the-age" approach of Eberron, it's not a question of numbers. As I've stated before, I do not believe that NPCs have the same inherent right or ability to gain experience and advance as PCs do. It's the same principle as KOTR II - "Do you think EVERYONE can become incredibly powerful just by killing things?" In my opinion - and ONLY my opinion - the typical village blacksmith will not become a better blacksmith by killing a few goblins. Likewise, many NPCs simply have a glass ceiling; 3rd level (or even 1st level!) may simply be as good as they're going to get. Perhaps they just aren't dedicated enough. Perhaps they don't have the inherent talent. But this is why most veterans of the Last War ARE still first or second level, like 99% of the population... because most people don't gain XP as PCs do. The ability to use the XP/advancement system described in the Player's Handbook is something I reserve for PCs, just like action points. NPCs advance when and if I want them to, as best befits the story. This may VERY well be cheesy. But it's how I roll (dice). Essentially, when I'm running a game, it's a move. The PCs are the main characters. They may run into big, cool villains. But they don't running into a stormtrooper who's three levels higher than his buddies because he was on that mission where they killed all the jawas and the others weren't. He's a background character, and background characters often get screwed. Back to the original point, I have no problem with their being epic level characters in FR. But that doesn't mean that population would determine whether there should be any epic level characters in Eberron. Epic level characters are legends, and the goal in Eberron is to say that it's up to the PCs to fill this role (not, mind you, counting the various epic level villains out there). [/QUOTE]
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