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How to un-cheese D&D?
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<blockquote data-quote="Brother MacLaren" data-source="post: 3491878" data-attributes="member: 15999"><p>I read the original post VERY differently. I read it as MUCH more about a certain feel of the world than about magic levels or PC levels.</p><p></p><p>Of the things he mentioned:</p><p></p><p>The prevalence of magic items roughly correlates with higher-level play, although MIC works to introduce FAR more low-level magic.</p><p></p><p>Renaissance technology is more about campaign feel than about PC power. The OP mentioned rapiers and hand crossbows. </p><p></p><p>Exotic weapons are more about campaign feel than PC power.</p><p></p><p>Alchemical items are mostly used at low levels, and predominately impact campaign feel and immersion. Some of the items greatly increase PC power at low levels but are ineffective at high levels.</p><p></p><p>Templated creatures start appearing at low levels; ridiculous proliferation of templated creatures can cease to make them interesting, and can happen at any level. The example the OP used was a pack of fiendish werebadgers on a wandering monster table.</p><p></p><p>The economic system being silver-based rather than gold-based makes it feel a little more medieval-ish without affecting power level. </p><p></p><p>Magic traps and unbelievable mundane ones exist at low levels. Changing these to mundane traps that would be within the technological capabilities of their creators (given a goblin tribe's knowledge of metallurgy, clockwork, etc.) has nothing to do with keeping PC power low.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3491878, member: 15999"] I read the original post VERY differently. I read it as MUCH more about a certain feel of the world than about magic levels or PC levels. Of the things he mentioned: The prevalence of magic items roughly correlates with higher-level play, although MIC works to introduce FAR more low-level magic. Renaissance technology is more about campaign feel than about PC power. The OP mentioned rapiers and hand crossbows. Exotic weapons are more about campaign feel than PC power. Alchemical items are mostly used at low levels, and predominately impact campaign feel and immersion. Some of the items greatly increase PC power at low levels but are ineffective at high levels. Templated creatures start appearing at low levels; ridiculous proliferation of templated creatures can cease to make them interesting, and can happen at any level. The example the OP used was a pack of fiendish werebadgers on a wandering monster table. The economic system being silver-based rather than gold-based makes it feel a little more medieval-ish without affecting power level. Magic traps and unbelievable mundane ones exist at low levels. Changing these to mundane traps that would be within the technological capabilities of their creators (given a goblin tribe's knowledge of metallurgy, clockwork, etc.) has nothing to do with keeping PC power low. [/QUOTE]
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