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<blockquote data-quote="Pour" data-source="post: 5970639" data-attributes="member: 59411"><p>The 5MW rewards novas and resting, and thus replenishing powers to maintain an optimum level of resources. Make continuing adventuring as enticing as regaining starting resources. On a meta level, that’s really what leveling up is- you’re choosing to go out and are rewarded by becoming more powerful. Maybe we can shrink that down to encounter design, too, and have parties actually increase in morale/synergy/fate/potential/insight/favor/momentum the further they go instead of diminishing. </p><p></p><p>13th Age has a feature which allows you to pluck something from the next level (hp increase, new power, boosted defense, feat, etc) to incorporate into your current character after every game session, providing a much more gradual progression between levels. What if we took this into adventure design, that for each consecutive encounter faced, a PC was able to incorporate something from their next level? There isn’t a cap for this, and parties willing to push on for say 10 encounters straight would manage to effectively level twice (I suppose it varies just when they exhaust all potential level-based upgrades). If they chose a new resource, like a new spell or power, they’d immediately have access to it. When you extended rest, the whole thing resets, save the very first pick you made (for a maximum of maybe 1 permanent pick a game session). </p><p></p><p>Call it whatever you like in game terms, heroics, destiny, coupled with at-wills and class/theme framework, I think we retain the feel of any given character, believably increase their potential, increase excitement and desire to press on ahead, and provide another tactical option in lieu of resting. </p><p></p><p>Parties would actually have to weigh the pro’s and con’s of either pushing on ahead for +1, +2, hell edging +3 levels, or resting for the full resources of the current level. It kind of makes the 5MW a tactic, but not always the best one. Maybe the end bosses or late-adventure challenges are made easier through pushing ahead [from a standpoint of better hp, defenses, attack and select power options vs. fully regained resources at the current level]. That end boss or the last series of traps might be 5 levels higher than you (but after 8-10 encounters and 2 effective levels becomes more manageable). And because most of these choices aren’t permanent, pushing ahead allows everyone to tinker around with builds and options before having to decide on them.</p></blockquote><p></p>
[QUOTE="Pour, post: 5970639, member: 59411"] The 5MW rewards novas and resting, and thus replenishing powers to maintain an optimum level of resources. Make continuing adventuring as enticing as regaining starting resources. On a meta level, that’s really what leveling up is- you’re choosing to go out and are rewarded by becoming more powerful. Maybe we can shrink that down to encounter design, too, and have parties actually increase in morale/synergy/fate/potential/insight/favor/momentum the further they go instead of diminishing. 13th Age has a feature which allows you to pluck something from the next level (hp increase, new power, boosted defense, feat, etc) to incorporate into your current character after every game session, providing a much more gradual progression between levels. What if we took this into adventure design, that for each consecutive encounter faced, a PC was able to incorporate something from their next level? There isn’t a cap for this, and parties willing to push on for say 10 encounters straight would manage to effectively level twice (I suppose it varies just when they exhaust all potential level-based upgrades). If they chose a new resource, like a new spell or power, they’d immediately have access to it. When you extended rest, the whole thing resets, save the very first pick you made (for a maximum of maybe 1 permanent pick a game session). Call it whatever you like in game terms, heroics, destiny, coupled with at-wills and class/theme framework, I think we retain the feel of any given character, believably increase their potential, increase excitement and desire to press on ahead, and provide another tactical option in lieu of resting. Parties would actually have to weigh the pro’s and con’s of either pushing on ahead for +1, +2, hell edging +3 levels, or resting for the full resources of the current level. It kind of makes the 5MW a tactic, but not always the best one. Maybe the end bosses or late-adventure challenges are made easier through pushing ahead [from a standpoint of better hp, defenses, attack and select power options vs. fully regained resources at the current level]. That end boss or the last series of traps might be 5 levels higher than you (but after 8-10 encounters and 2 effective levels becomes more manageable). And because most of these choices aren’t permanent, pushing ahead allows everyone to tinker around with builds and options before having to decide on them. [/QUOTE]
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