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General Tabletop Discussion
*Dungeons & Dragons
How do you keep your players going from "goblins to gods" in your games?
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<blockquote data-quote="jgsugden" data-source="post: 6845940" data-attributes="member: 2629"><p>First: Pick up your DMG and read the sections on encounter design and treasure. Follow the guidelines. Many DMs are giving out far too much treasure, utilizing too few encounters per rest and otherwise giving their PCs too many 'legs up'. If you follow the guidelines, they feel like characters from Lord of the Rings rather than Superfriends.</p><p></p><p>Second: Feel free to slow down experience awards. A lot of people find levels 5 to 12 to be the sweet spot for adventuring. If so, make advancement through these levels slower and you get to enjoy it more with the same characters. If you feel that too much time spent at a certain level might end up boring players who want more evolution, use half levels. At the midpoint between levels they get some of the benefits of the next level, but not all. An easy version of this is to just give the hps for the next level out at the midpoint and everything else at the level.</p><p></p><p>Third: Limit relocation magic. Teleportation and plane shifting massively transform the game and give that feeling that anything is possible. Just cut these out of the game, or limit their use. 5E already does a good job of this by upping the level of teleportation magic relative to 3rd and earlier editions... but you can do it even further. </p><p></p><p>If you follow those three ideas, you can spend 8 hours a week role playing with a group and not feel like you need to put Gods across the battlefield to challenge them anytime in the first two years...</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6845940, member: 2629"] First: Pick up your DMG and read the sections on encounter design and treasure. Follow the guidelines. Many DMs are giving out far too much treasure, utilizing too few encounters per rest and otherwise giving their PCs too many 'legs up'. If you follow the guidelines, they feel like characters from Lord of the Rings rather than Superfriends. Second: Feel free to slow down experience awards. A lot of people find levels 5 to 12 to be the sweet spot for adventuring. If so, make advancement through these levels slower and you get to enjoy it more with the same characters. If you feel that too much time spent at a certain level might end up boring players who want more evolution, use half levels. At the midpoint between levels they get some of the benefits of the next level, but not all. An easy version of this is to just give the hps for the next level out at the midpoint and everything else at the level. Third: Limit relocation magic. Teleportation and plane shifting massively transform the game and give that feeling that anything is possible. Just cut these out of the game, or limit their use. 5E already does a good job of this by upping the level of teleportation magic relative to 3rd and earlier editions... but you can do it even further. If you follow those three ideas, you can spend 8 hours a week role playing with a group and not feel like you need to put Gods across the battlefield to challenge them anytime in the first two years... [/QUOTE]
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Community
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How do you keep your players going from "goblins to gods" in your games?
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