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<blockquote data-quote="Disgruntled Hobbit" data-source="post: 8247234" data-attributes="member: 7030041"><p>I just remember someone from Paizo talking about high level gains at a Paizo Con I attended and discussing how high level adventures should encourage crazy naughty word and not just have dungeons that had a mess of restrictions to prevent teleporting. He was discussing corridors covered in knives where you had to fly to continue or rooms you could only reach by teleporting or areas where you needed a minimum amount of fire resistance not to instantly be turned to ash. </p><p>Wondered how that worked in Pathfinder 2nd Ed. </p><p></p><p>That and playing some SHADOWS OF THE DEMON LORD where you hit cap at level 10 but start the campaign saving the world. It reminded me that you don't need to have a level in the teens to go epic. But just having a story where ya saved the world didn't make the heroes "epic."</p></blockquote><p></p>
[QUOTE="Disgruntled Hobbit, post: 8247234, member: 7030041"] I just remember someone from Paizo talking about high level gains at a Paizo Con I attended and discussing how high level adventures should encourage crazy naughty word and not just have dungeons that had a mess of restrictions to prevent teleporting. He was discussing corridors covered in knives where you had to fly to continue or rooms you could only reach by teleporting or areas where you needed a minimum amount of fire resistance not to instantly be turned to ash. Wondered how that worked in Pathfinder 2nd Ed. That and playing some SHADOWS OF THE DEMON LORD where you hit cap at level 10 but start the campaign saving the world. It reminded me that you don't need to have a level in the teens to go epic. But just having a story where ya saved the world didn't make the heroes "epic." [/QUOTE]
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