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HELP! Designing a low power game / use XP to buy class abilities?
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<blockquote data-quote="Iron_Chef" data-source="post: 1192461" data-attributes="member: 4530"><p>Anybody come up with a way to create a low powered D&D game? One where you don't gain massive hit points and ability to dish out damage so quick? Maybe where instead of leveling traditionally, you use your XP to buy new class features ala cart? We still want to use 3.5, but a variation that can achieve what we want without having it affect much in the way of game mechanics outside of character leveling. We are already doubling all the XP level requirements after 2nd level and it's still too fast.</p><p></p><p>IDEAS</p><p>Maybe a 5 level cap on levels?</p><p>Maybe no new hit points ever added after 3rd level except by the Toughness feat or a CON increase? </p><p></p><p>This is something my group wants to experiment with, after having way too many campaigns end in a creative roadblock upon achieving higher levels (9+). We want a way for the DM to come up with challenging adventures easier, where the plots are not just dogpiling high CR monsters on and calling it an adventure, where no one is too powerful to be killed almost instantly at any moment. Where a horde of dire rats are still potentially deadly no matter how experienced you are. You know, to keep the players scared out of their wits and use their brains more than their sword arms without a lot of extra work from the DM, whose prep time is limited.</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1192461, member: 4530"] Anybody come up with a way to create a low powered D&D game? One where you don't gain massive hit points and ability to dish out damage so quick? Maybe where instead of leveling traditionally, you use your XP to buy new class features ala cart? We still want to use 3.5, but a variation that can achieve what we want without having it affect much in the way of game mechanics outside of character leveling. We are already doubling all the XP level requirements after 2nd level and it's still too fast. IDEAS Maybe a 5 level cap on levels? Maybe no new hit points ever added after 3rd level except by the Toughness feat or a CON increase? This is something my group wants to experiment with, after having way too many campaigns end in a creative roadblock upon achieving higher levels (9+). We want a way for the DM to come up with challenging adventures easier, where the plots are not just dogpiling high CR monsters on and calling it an adventure, where no one is too powerful to be killed almost instantly at any moment. Where a horde of dire rats are still potentially deadly no matter how experienced you are. You know, to keep the players scared out of their wits and use their brains more than their sword arms without a lot of extra work from the DM, whose prep time is limited. [/QUOTE]
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HELP! Designing a low power game / use XP to buy class abilities?
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