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General Tabletop Discussion
*Dungeons & Dragons
Fully realized heroes in 5e
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<blockquote data-quote="Ratskinner" data-source="post: 5873919" data-attributes="member: 6688937"><p>As time has gone on, I tend to feel like the early editions got this right. I'd like 10th level or so to be some kind of campaign "decision point". I also feel like this is about where campaigns and playstyles and ideas about D&D really start to diverge a lot.</p><p></p><p>So let's let 'em.</p><p></p><p>Some groups will choose the "Paragon" modules, and new Paragon themes/classes/?s for their characters. These parties will still go on adventures, just bigger and badder adventures with regular plane-hopping, etc. Eventually, they may challenge/annoy/mildly amuse the gods themselves.</p><p></p><p>Other groups will choose the "Thrones" module and begin to lead ever-larger and more complex organizations. These parties will still go on adventures, but they are more important for the political and diplomatic stakes, rather than the treasure or fame to be directly won. Eventually, they may move armies and turn the course of history itself.</p><p></p><p>Still other groups will muddle along doing basically what they already have been doing. They will fight bigger monsters and get bigger treasures, and throw bigger parties to spend it all. These parties go on adventures as a matter of course, its their bread and butter. As spies and heroes, they may decide the fate of the very world itself.</p><p></p><p>I suppose there must be other possibilities as well. Maybe individual campaigns and published campaign settings could have their own, as well. I'm not sure how you write a "Thrones" adventure, since it seems like a pretty setting-specific kinda game. (But...there <em>is</em> no orc kingdom in this world!) However, I could see a "Complete Thrones" book with plenty of suggestions for hesitant DMs.</p><p></p><p>Anyway, that's how I think they should go about it.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5873919, member: 6688937"] As time has gone on, I tend to feel like the early editions got this right. I'd like 10th level or so to be some kind of campaign "decision point". I also feel like this is about where campaigns and playstyles and ideas about D&D really start to diverge a lot. So let's let 'em. Some groups will choose the "Paragon" modules, and new Paragon themes/classes/?s for their characters. These parties will still go on adventures, just bigger and badder adventures with regular plane-hopping, etc. Eventually, they may challenge/annoy/mildly amuse the gods themselves. Other groups will choose the "Thrones" module and begin to lead ever-larger and more complex organizations. These parties will still go on adventures, but they are more important for the political and diplomatic stakes, rather than the treasure or fame to be directly won. Eventually, they may move armies and turn the course of history itself. Still other groups will muddle along doing basically what they already have been doing. They will fight bigger monsters and get bigger treasures, and throw bigger parties to spend it all. These parties go on adventures as a matter of course, its their bread and butter. As spies and heroes, they may decide the fate of the very world itself. I suppose there must be other possibilities as well. Maybe individual campaigns and published campaign settings could have their own, as well. I'm not sure how you write a "Thrones" adventure, since it seems like a pretty setting-specific kinda game. (But...there [I]is[/I] no orc kingdom in this world!) However, I could see a "Complete Thrones" book with plenty of suggestions for hesitant DMs. Anyway, that's how I think they should go about it. [/QUOTE]
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