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<blockquote data-quote="Zaruthustran" data-source="post: 3492216" data-attributes="member: 1457"><p>Eliminate Wizards and Clerics. Sorcerers and Favored Souls only have to deal with a small selection of spells, so time spent to really learn how to adjudicate those few spells is time well spent. Scrolls, wands, and single-use magic items can be used to fill any gaps in party capability. Warlocks deliver arcane flavor while skipping the whole spell mechanic.</p><p></p><p></p><p></p><p>Use an NPC generator, or take a default NPC from the DMG or DMG 2 and tweak only the skills you need to tweak (leaving the rest intact).</p><p></p><p></p><p></p><p>Eliminate the "touch attack/grab" step, and just skip to the opposed BAB+Str check to maintain a grapple. If you're grappling you can either escape (Escape Artist vs. BAB+Str) or you can try to Do Something (hurt the other guy, cast a spell, whatever). In order to Do Something you have to succeed at a BAB+Str check. </p><p></p><p>That's it.</p><p></p><p></p><p></p><p>Well, that's D&D. Given that the game is designed around the concept that characters gain power as they rise in level, "High level characters are high powered" isn't really a valid complaint. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That said, I suggest you either:</p><p></p><p>1. Slow down (or completely stop) character advancement in such a way as to maximize time spent at your favorite character level. </p><p>2. Cap spell levels (high level casters still accrue low level spell slots, and high-level slots can be used for metamagic).</p><p>3. Cap hit points.</p><p>4. Cap weapon damage.</p><p>5. All of the above.</p><p></p><p>I suspect that the demigod complaint mainly comes from the fact that a 20th level character can alter reality with a few words and a gesture (Wish spell) or plummet 1,000 feet and be perfectly fine (high hit points from a d12 hit die and 30+ Constitution score).</p><p></p><p>So say that in your world the highest level spell known to mortal men is 7th, the max hit points for a mortal man is 200 (or even 150), and the max amount of damage from a mortal weapon wielder is 75. </p><p></p><p>That'll keep the truly crazy spells out of reach (and encourage casters to actually use those neat metamagic feats), maintain the sense of danger, and prevent the power attacking charging smiting Divine Favored paladin from blowing apart a castle wall* for 1,500 damage with his lance. </p><p></p><p>-z</p><p></p><p>* either an eeeeevil castle, or somehow the Paladin got access to the Destruction domain <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3492216, member: 1457"] Eliminate Wizards and Clerics. Sorcerers and Favored Souls only have to deal with a small selection of spells, so time spent to really learn how to adjudicate those few spells is time well spent. Scrolls, wands, and single-use magic items can be used to fill any gaps in party capability. Warlocks deliver arcane flavor while skipping the whole spell mechanic. Use an NPC generator, or take a default NPC from the DMG or DMG 2 and tweak only the skills you need to tweak (leaving the rest intact). Eliminate the "touch attack/grab" step, and just skip to the opposed BAB+Str check to maintain a grapple. If you're grappling you can either escape (Escape Artist vs. BAB+Str) or you can try to Do Something (hurt the other guy, cast a spell, whatever). In order to Do Something you have to succeed at a BAB+Str check. That's it. Well, that's D&D. Given that the game is designed around the concept that characters gain power as they rise in level, "High level characters are high powered" isn't really a valid complaint. :) That said, I suggest you either: 1. Slow down (or completely stop) character advancement in such a way as to maximize time spent at your favorite character level. 2. Cap spell levels (high level casters still accrue low level spell slots, and high-level slots can be used for metamagic). 3. Cap hit points. 4. Cap weapon damage. 5. All of the above. I suspect that the demigod complaint mainly comes from the fact that a 20th level character can alter reality with a few words and a gesture (Wish spell) or plummet 1,000 feet and be perfectly fine (high hit points from a d12 hit die and 30+ Constitution score). So say that in your world the highest level spell known to mortal men is 7th, the max hit points for a mortal man is 200 (or even 150), and the max amount of damage from a mortal weapon wielder is 75. That'll keep the truly crazy spells out of reach (and encourage casters to actually use those neat metamagic feats), maintain the sense of danger, and prevent the power attacking charging smiting Divine Favored paladin from blowing apart a castle wall* for 1,500 damage with his lance. -z * either an eeeeevil castle, or somehow the Paladin got access to the Destruction domain :) [/QUOTE]
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