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How do you expect high level play to differ from low level play in a high fantasy RPG?
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<blockquote data-quote="payn" data-source="post: 8245722" data-attributes="member: 90374"><p>I'll preface by saying my ideal game in just about any edition is level 1-10. A big part of that is how crazy 10+ can get in some editions. I just dont want to tell those stories or create game content for that level of fantasy. However, I totally get that its right for some people and think its great they have it. So if I ignore that type of game I'm not doing it from a point of view that it shouldn't exist.</p><p></p><p>That said, 5E introduced bounded accuracy and its something I've wanted out of fantasy RPG for decades. I dont like +1 to attack at level 1 and +15 to attack at level 15. I don't want high level characters to be able to kill a legion of goblins just because they are high level. I have a cognitive dissonance with the game world where these things can exist simultaneously that just doesn't work for me. So the treadmill design that been around for awhile isn't what I want low level to turn into at high level. Though, I get that its quite a contrast in feel that might be appealing to others.</p><p></p><p>I like to differentiate low and high level in a sideways progression instead. You gain more tools, skills, feats, etc for your available toolbox as you level up. At low levels you have a base set of these abilities to solve problems, which increases with level. High level characters just have plenty of options at their disposal to save the day or reach the goal. A slight increase in numerical bonuses are ok too to show the difference between levels, as long as those numbers are down to earth.</p></blockquote><p></p>
[QUOTE="payn, post: 8245722, member: 90374"] I'll preface by saying my ideal game in just about any edition is level 1-10. A big part of that is how crazy 10+ can get in some editions. I just dont want to tell those stories or create game content for that level of fantasy. However, I totally get that its right for some people and think its great they have it. So if I ignore that type of game I'm not doing it from a point of view that it shouldn't exist. That said, 5E introduced bounded accuracy and its something I've wanted out of fantasy RPG for decades. I dont like +1 to attack at level 1 and +15 to attack at level 15. I don't want high level characters to be able to kill a legion of goblins just because they are high level. I have a cognitive dissonance with the game world where these things can exist simultaneously that just doesn't work for me. So the treadmill design that been around for awhile isn't what I want low level to turn into at high level. Though, I get that its quite a contrast in feel that might be appealing to others. I like to differentiate low and high level in a sideways progression instead. You gain more tools, skills, feats, etc for your available toolbox as you level up. At low levels you have a base set of these abilities to solve problems, which increases with level. High level characters just have plenty of options at their disposal to save the day or reach the goal. A slight increase in numerical bonuses are ok too to show the difference between levels, as long as those numbers are down to earth. [/QUOTE]
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