shilsen
Adventurer
monboesen said:I know. I know. I just can't help myself![]()
I'm not complaining. A decent discussion is always fun, and I can talk about my game till the cows come home

But tough in comparison to what? Normal regular human beings are worms beneath their notice at this level. They could settle down as gods and people would have to treat them accordingly.
True, for the most part. They're well-known as the most powerful adventuring group in Sharn and probably Breland, partly because their exploits have appeared in the Korranberg Chronicle on multiple occasions (and the KC now runs a weekly column chronicling their past adventures). But even so, they know that a weaker set of enemies could take them with smart tactics and preparation, so they can't just run rough-shod over the planet.
And everyone they are supposed to fight just gets their toughnes level scaled accordingly up.
Actually, I may have been unclear here. I don't level up or add special abilities to their enemies to make them stronger. I just generally use tactics and teamwork whenever appropriate to make the enemies more effective than they could otherwise be. Also, I should add that the campaign is very heavily player/PC-driven, so I don't use an overarching plot but rather let PCs pursue whatever they desire. So they have a very significant amount of control over who they fight, and there really never is anyone they are "supposed to fight".
By that you are just changing what a level is. In some ways you are actually scewing things in the direction of fighter types who with those perma buffs funtion as they are about 2 levels higher. Casters will still only have access to lower level spells, so they benefit less. The instant metamagic and few encounters might (over)compensate for this.
So CR 12 fight should be a scare. At least one with mainly fightery opponents who gains more from your rules than the PC's.
Now you're losing me.
Almost none of the rules I mentioned help the NPCs. They don't get permabuffs, extra high stats, extra equipment, swashbuckling cards, or anything like that. Those are all unique to the PCs. The NPCs do get the extra skill pts, since that applies to all classes and creatures, but that's hardly going to help in most fights. They also get to use the UA metamgic rules, but obviously few enemies are spellcasters and especially those with levels enough to really benefit from them.
In short, I'm confused. Did you think I meant that the NPCs get all the benefits listed in the first post? That's not the case. And 90% of my NPCs are completely core, maybe with a feat or two from the Complete and Eberron books.
And even though levels don't increase, you are changing the power structure of Eberron. I'm not even trying to imply it's wrong, it just looks completely needless.
Not really - on changing the power level, I mean. In general, as I mentioned above, I use the standard Eberron material, give the NPCs a reason to fight smart, and do so. As for the need, it's mostly because my players like to run high-powered characters. So I let them, and I do what's needed to challenge them, while still keeping things within the flavor of the setting. It's a balancing act, but so far it's worked very well.
Personally I do not like your houserules. But to each his own.
Sure. As long as your game works fine for you and mine for me, I figure we're both doing fine.