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<blockquote data-quote="pemerton" data-source="post: 6043127" data-attributes="member: 42582"><p>I like high level play, in two senses:</p><p></p><p>(1) play in which the protagonists are epic heroes and teh fictional stakes are high (gods, demons, heroes who can dispatch 100 normal men and determine the fate of the mortal world, etc);</p><p></p><p>(2) play in which these high stakes are reflectd by a somewhat correlative degree of mechanical intricacy and specificity.</p><p></p><p>I'm not too fussed by Mearls' suggestion of keeping the number of options down a bit - though in the current playtest a wizard or cleric at 10th level will have way more than 5 options when memorising spells! (Which is where a lot of the action is in Vancian high level play.) My worries would be the standard LFQW/CoDzilla ones - will fighters and rogues get a comparable range of abilities for dealing with the non-combat pillars? - and also the ones that [MENTION=6696971]Manbearcat[/MENTION] raises: I don't want high level play to turn into spellcaster rock/paper/scissors.</p><p></p><p>I like Paragon Paths and Epic Destinies because they give the player an opportunity to buy into the gameworld in a serious way, and to shape the agenda of play in a way that is reflected in their mechanical build. I'd like the Legacy idea to continue to provide that opportunity in some fashion. (The PC-pool aspect doesn't excite me so much.)</p><p></p><p></p><p>And on a side-note:</p><p></p><p>4e milestones are dungeon-crawl and combat neutral. You can earn them for dealing with non-combat challenges just as much as combat ones.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6043127, member: 42582"] I like high level play, in two senses: (1) play in which the protagonists are epic heroes and teh fictional stakes are high (gods, demons, heroes who can dispatch 100 normal men and determine the fate of the mortal world, etc); (2) play in which these high stakes are reflectd by a somewhat correlative degree of mechanical intricacy and specificity. I'm not too fussed by Mearls' suggestion of keeping the number of options down a bit - though in the current playtest a wizard or cleric at 10th level will have way more than 5 options when memorising spells! (Which is where a lot of the action is in Vancian high level play.) My worries would be the standard LFQW/CoDzilla ones - will fighters and rogues get a comparable range of abilities for dealing with the non-combat pillars? - and also the ones that [MENTION=6696971]Manbearcat[/MENTION] raises: I don't want high level play to turn into spellcaster rock/paper/scissors. I like Paragon Paths and Epic Destinies because they give the player an opportunity to buy into the gameworld in a serious way, and to shape the agenda of play in a way that is reflected in their mechanical build. I'd like the Legacy idea to continue to provide that opportunity in some fashion. (The PC-pool aspect doesn't excite me so much.) And on a side-note: 4e milestones are dungeon-crawl and combat neutral. You can earn them for dealing with non-combat challenges just as much as combat ones. [/QUOTE]
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