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"Epic" progression after 6th level
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<blockquote data-quote="Ry" data-source="post: 1730046" data-attributes="member: 8314"><p>Thanks for all the responses! My replies below:</p><p></p><p></p><p></p><p>I don't really want to reduce spellcasters as an option more than this system would already. Consider what I'm taking away: the hope for that 20th level mage who can incinerate large nations if he puts decent planning into it.</p><p></p><p>As for lowering the XP speed going from levels 1 to 6, I ran that by my players, and they responded that:</p><p> 1. They didn't want to be slowed down. </p><p>and </p><p> 2. In my campaign (set on an island kingdom about the size of Corsica) by 6th level, progressing normally, they have accomplished something that will be known across the island. At this point, they're members of the "society of peers" that is made up of 6th-levelers (barons, powerful wizards, the king etc.) on the island. Entering "epic" levels in this milieu seems to fit what they think of as the move from up-and-coming characters to accomplished heroes. They think that's a good speed, fame, and power ratio already, and I'll defer to them on that.</p><p></p><p></p><p></p><p>I'll definitely look into that system (I'll read some reviews after these replies). Just to be clear, though, predictability isn't the only issue. Do characters in Conan still advance to a point where they're pretty invulnerable to the little guys? Also, how's the workload in terms of building NPC wizards and monsters?</p><p></p><p></p><p></p><p>So far, they're very enthusiastic about it. They want more gaming, and they want to continue with the same characters without ending the campaign, or having it trail off. Unfortunately, this has happened _every_ time I've run D&D, whereas I've run 3-year monster gaming epics in 2 other systems. </p><p></p><p>But we don't want to ditch D&D. We like it, we feel we can jump into it in a more casual way, and we're nostalgic for it.</p><p></p><p></p><p></p><p>See the response to Vrecknidj, above.</p><p></p><p></p><p></p><p>This is the stuff I don't understand - why are all the feats like Item Creation? I thought the problem with Item Creation was how it hurt wizard characters relative to the rest of the party. I can see how my spell purchase rules do that, but not for the rest of the system. My players seemed to think this would get them to do more role-playing purchases, since they knew they could always get another feat later. </p><p></p><p>Now, as a related point, do you think my xp values for feat, skill, and stat purchases are set too high?</p><p></p><p></p><p></p><p>Again, I think I'm missing something here. Indefinitely?</p><p></p><p></p><p></p><p>Hmm... I was already... doing that? We were pretty much down to PHB, DMG, and MM, but the problems were cropping up at higher levels, not because players had access to things I didn't like. Of course, when I put in this new restriction, I'll open up the splatbooks for feats and spells, because I don't want to crush their customizability. But they weren't in before.</p><p></p><p></p><p></p><p>Yeah, this is true of me, as well. But I think we're talking past each other - I don't have any problems with players outsmarting my encounters (If I did, I'd have packed it in a long time ago). But what keeps my games from happening every weekend is the time it takes for me to provide the kind of challenges that keep _them_ on their toes, which increases dramatically in the mid-to-high level range.</p><p></p><p></p><p></p><p>Absolutely - I really want to hear these points.</p><p></p><p></p><p></p><p>Thanks for the feedback. I've DMed for a long time now (well, 8 years) and I'm hoping that the smaller scale of the rules will help get me back to NPC portrayal and atmosphere. I was called a great DM for the long epic games; I'm hoping I can be a great DM for last-minute 3-hour weekend games.</p><p></p><p>One other issue came up from a player this weekend: He's making a sorcerer built for melee combat w. reach weapons. The group doesn't seem to think this is a disastrously bad idea, because the spread between a sorc's maximum BAB and a fighter's is only +3. They seem to think that the new system encourages longer builds that make the characters more versatile, but I'm wondering whether this is going to give me a hard time. Any thoughts?</p></blockquote><p></p>
[QUOTE="Ry, post: 1730046, member: 8314"] Thanks for all the responses! My replies below: I don't really want to reduce spellcasters as an option more than this system would already. Consider what I'm taking away: the hope for that 20th level mage who can incinerate large nations if he puts decent planning into it. As for lowering the XP speed going from levels 1 to 6, I ran that by my players, and they responded that: 1. They didn't want to be slowed down. and 2. In my campaign (set on an island kingdom about the size of Corsica) by 6th level, progressing normally, they have accomplished something that will be known across the island. At this point, they're members of the "society of peers" that is made up of 6th-levelers (barons, powerful wizards, the king etc.) on the island. Entering "epic" levels in this milieu seems to fit what they think of as the move from up-and-coming characters to accomplished heroes. They think that's a good speed, fame, and power ratio already, and I'll defer to them on that. I'll definitely look into that system (I'll read some reviews after these replies). Just to be clear, though, predictability isn't the only issue. Do characters in Conan still advance to a point where they're pretty invulnerable to the little guys? Also, how's the workload in terms of building NPC wizards and monsters? So far, they're very enthusiastic about it. They want more gaming, and they want to continue with the same characters without ending the campaign, or having it trail off. Unfortunately, this has happened _every_ time I've run D&D, whereas I've run 3-year monster gaming epics in 2 other systems. But we don't want to ditch D&D. We like it, we feel we can jump into it in a more casual way, and we're nostalgic for it. See the response to Vrecknidj, above. This is the stuff I don't understand - why are all the feats like Item Creation? I thought the problem with Item Creation was how it hurt wizard characters relative to the rest of the party. I can see how my spell purchase rules do that, but not for the rest of the system. My players seemed to think this would get them to do more role-playing purchases, since they knew they could always get another feat later. Now, as a related point, do you think my xp values for feat, skill, and stat purchases are set too high? Again, I think I'm missing something here. Indefinitely? Hmm... I was already... doing that? We were pretty much down to PHB, DMG, and MM, but the problems were cropping up at higher levels, not because players had access to things I didn't like. Of course, when I put in this new restriction, I'll open up the splatbooks for feats and spells, because I don't want to crush their customizability. But they weren't in before. Yeah, this is true of me, as well. But I think we're talking past each other - I don't have any problems with players outsmarting my encounters (If I did, I'd have packed it in a long time ago). But what keeps my games from happening every weekend is the time it takes for me to provide the kind of challenges that keep _them_ on their toes, which increases dramatically in the mid-to-high level range. Absolutely - I really want to hear these points. Thanks for the feedback. I've DMed for a long time now (well, 8 years) and I'm hoping that the smaller scale of the rules will help get me back to NPC portrayal and atmosphere. I was called a great DM for the long epic games; I'm hoping I can be a great DM for last-minute 3-hour weekend games. One other issue came up from a player this weekend: He's making a sorcerer built for melee combat w. reach weapons. The group doesn't seem to think this is a disastrously bad idea, because the spread between a sorc's maximum BAB and a fighter's is only +3. They seem to think that the new system encourages longer builds that make the characters more versatile, but I'm wondering whether this is going to give me a hard time. Any thoughts? [/QUOTE]
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