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How viable is 5E to play at high levels?
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<blockquote data-quote="Sadras" data-source="post: 7211714" data-attributes="member: 6688277"><p>I don't need WotC to provide me with a slower XP advancement table - I can do that myself by multiplying the XP requirement by 10 or whatever. </p><p></p><p>What would be nice would be additional varriants for a hardcore-mode (as some ppl here refer to Advanced) such as:</p><p>- MM2 or Deadly Monsters book with additional traits for monster types: goblinoid traits/feats, troll traits/feats...etc that could be tacked on monsters from MM1. The CR would change depending on how many additional traits you tacked on. </p><p>- Additional Lair options</p><p>- Enviromental threats and effects.</p><p>- Low Magic Variant ideas such as (Rituals cost HD, magic cost - defiling, aging or fatigue, no cantrip variant..., Item creation cost) </p><p>- Additional Consumable Magic Items</p><p>- E6-type variants of 5e</p><p>- Extended skill challenge examples/use</p><p>- Equipment quality variants and additional properties for weapons/armour.</p><p>- Redefine the abilities to ensure use of odd numbers are worthwhile, not just the even numbers.</p><p>- I would say Rest Variants, but Enworld did their job for them already on this <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>- A chapter on gold/treasure consideration for setting (spend and recovery)</p><p></p><p>Now to be honest, a lot of the above I have already started sorting out myself for our table, borrowing/stealing ideas from here or other systems. I believe using Hardcore-mode variants would assist in high-level play. </p><p></p><p>At our table, I'm running an E13 style game, where Level 13 is the cap, but in order to reach the power levels of 12 and 13, you are required to make, through the in game fiction, a permanent sacrifice of an ability Point. The higher the ability point spent (lost), the greater the number of XPs earned.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7211714, member: 6688277"] I don't need WotC to provide me with a slower XP advancement table - I can do that myself by multiplying the XP requirement by 10 or whatever. What would be nice would be additional varriants for a hardcore-mode (as some ppl here refer to Advanced) such as: - MM2 or Deadly Monsters book with additional traits for monster types: goblinoid traits/feats, troll traits/feats...etc that could be tacked on monsters from MM1. The CR would change depending on how many additional traits you tacked on. - Additional Lair options - Enviromental threats and effects. - Low Magic Variant ideas such as (Rituals cost HD, magic cost - defiling, aging or fatigue, no cantrip variant..., Item creation cost) - Additional Consumable Magic Items - E6-type variants of 5e - Extended skill challenge examples/use - Equipment quality variants and additional properties for weapons/armour. - Redefine the abilities to ensure use of odd numbers are worthwhile, not just the even numbers. - I would say Rest Variants, but Enworld did their job for them already on this :) - A chapter on gold/treasure consideration for setting (spend and recovery) Now to be honest, a lot of the above I have already started sorting out myself for our table, borrowing/stealing ideas from here or other systems. I believe using Hardcore-mode variants would assist in high-level play. At our table, I'm running an E13 style game, where Level 13 is the cap, but in order to reach the power levels of 12 and 13, you are required to make, through the in game fiction, a permanent sacrifice of an ability Point. The higher the ability point spent (lost), the greater the number of XPs earned. [/QUOTE]
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