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<blockquote data-quote="howandwhy99" data-source="post: 6042454" data-attributes="member: 3192"><p>1. Could the designers provide a workable option for spells / day for gamers who don't want at-wills, signature spells, or rituals?</p><p></p><p>2. Making rituals easier to cast makes magic users more powerful, which in turn gets rebalanced by making spells less powerful. Fewer offered can solve this problem, but great utility for creative purposes is what makes high level play intriguing to hard core gamers.</p><p></p><p>3. Is there any thought being given to an Orders System? The kind where the players tell NPCs what to do. Then, temporarily out of PC sensory range, the NPC stats and other world stats are compared to the objective(s) and instructions the players/characters gave. And finally a result is determined? Something with the possibility where the PCs might get tired of waiting and search (or send a search party) for the missing NPCs? ...because the result didn't end with the PCs being informed of what happened.</p><p></p><p>4. Kudos on mentioning using TempPcs or character pools or whatever. That can be a fun way of having high and low level play in the same campaign.</p><p></p><p>5. Increasing complexity was built into the game with increasing levels as the game was designed for all characters to begin at 1st level, no matter what XP totals other PCs might have. None were born into 10th level class status. Racial abilities maybe, but not learned abilities. The reasoning was players started the game on easy difficulty, but they were challenged as it became harder harder. More options meant more liberty as one's character progressed, but their management on a self-created character log was part of player growth - something different than character growth. </p><p></p><p>DMs prepping & their campaign settings creation also progressed this way: starting small and easy and incrementally growing in size during and after every session. 100 pages of setting material is completely unnecessary to start and far too much of a roadblock to play. But after 100 session of play? You probably have that much. Designing high level adventure modules for the much more intricate complexity of high level play does take a good deal of work, but then those, like a lot of campaign setting resources, can be purchased.</p><p></p><p>6. All of the activities mentioned for high level play could easily be introduced at 1st level, just on a smaller scale. That's what I think about the major difference of high level play. It has similar activities to those at low level, but their scale is much bigger. </p><p>Today we find a cave to camp in. Tomorrow we build ourselves The Pyramids. </p><p>Today we hired a guy to carry our stuff. Tomorrow we amass our army of Huns. </p><p>Today we try a fist-elbow combination for the first time. Tomorrow we teach Cloud Giant Tipping to our elite guard. </p><p>Today we mentor an ally who will follow us into deadly danger. Tomorrow we overthrow the emperor and put the crown on our own head.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6042454, member: 3192"] 1. Could the designers provide a workable option for spells / day for gamers who don't want at-wills, signature spells, or rituals? 2. Making rituals easier to cast makes magic users more powerful, which in turn gets rebalanced by making spells less powerful. Fewer offered can solve this problem, but great utility for creative purposes is what makes high level play intriguing to hard core gamers. 3. Is there any thought being given to an Orders System? The kind where the players tell NPCs what to do. Then, temporarily out of PC sensory range, the NPC stats and other world stats are compared to the objective(s) and instructions the players/characters gave. And finally a result is determined? Something with the possibility where the PCs might get tired of waiting and search (or send a search party) for the missing NPCs? ...because the result didn't end with the PCs being informed of what happened. 4. Kudos on mentioning using TempPcs or character pools or whatever. That can be a fun way of having high and low level play in the same campaign. 5. Increasing complexity was built into the game with increasing levels as the game was designed for all characters to begin at 1st level, no matter what XP totals other PCs might have. None were born into 10th level class status. Racial abilities maybe, but not learned abilities. The reasoning was players started the game on easy difficulty, but they were challenged as it became harder harder. More options meant more liberty as one's character progressed, but their management on a self-created character log was part of player growth - something different than character growth. DMs prepping & their campaign settings creation also progressed this way: starting small and easy and incrementally growing in size during and after every session. 100 pages of setting material is completely unnecessary to start and far too much of a roadblock to play. But after 100 session of play? You probably have that much. Designing high level adventure modules for the much more intricate complexity of high level play does take a good deal of work, but then those, like a lot of campaign setting resources, can be purchased. 6. All of the activities mentioned for high level play could easily be introduced at 1st level, just on a smaller scale. That's what I think about the major difference of high level play. It has similar activities to those at low level, but their scale is much bigger. Today we find a cave to camp in. Tomorrow we build ourselves The Pyramids. Today we hired a guy to carry our stuff. Tomorrow we amass our army of Huns. Today we try a fist-elbow combination for the first time. Tomorrow we teach Cloud Giant Tipping to our elite guard. Today we mentor an ally who will follow us into deadly danger. Tomorrow we overthrow the emperor and put the crown on our own head. [/QUOTE]
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