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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
GMing and High Level play
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<blockquote data-quote="tetrasodium" data-source="post: 8591637" data-attributes="member: 93670"><p>My players are only level 4 (1st level start) but I'd say that it's about as easy to gm & in some ways even easier. Most of my o5e games ran up into the low to mid teens & a big problem with that is that the PCs don't have anything to care about in the world that the player can't simply decide they no longer care about because it presents some minor inconvenience & they don't have anything they need to set goals for. With the strongholds followers & crafting those all change & I've already seen players setting goals to research/aim for things they need along those lines even at this low level. [USER=5889]@Stalker0[/USER] is right about there being more levers that both GM and players players can push pull or lean on, but most of those levers are things that get tracked on player sheets like the player of mine who recently reported having 3 days invested in learning a tool I know for a fact he's put in quite a bit more.</p><p></p><p></p><p></p><p>There are tons of ways to spend money from crafting & paying tutors to learn new skills to buying strongholds & hiring followers that each provide their own array of benefits to the PC & ways that story can hook onto the PCs.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8591637, member: 93670"] My players are only level 4 (1st level start) but I'd say that it's about as easy to gm & in some ways even easier. Most of my o5e games ran up into the low to mid teens & a big problem with that is that the PCs don't have anything to care about in the world that the player can't simply decide they no longer care about because it presents some minor inconvenience & they don't have anything they need to set goals for. With the strongholds followers & crafting those all change & I've already seen players setting goals to research/aim for things they need along those lines even at this low level. [USER=5889]@Stalker0[/USER] is right about there being more levers that both GM and players players can push pull or lean on, but most of those levers are things that get tracked on player sheets like the player of mine who recently reported having 3 days invested in learning a tool I know for a fact he's put in quite a bit more. There are tons of ways to spend money from crafting & paying tutors to learn new skills to buying strongholds & hiring followers that each provide their own array of benefits to the PC & ways that story can hook onto the PCs. [/QUOTE]
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