EarthSeraphEdna
Explorer
I am miffed right now, because Pathfinder 2e released an adventure with a city with two-man (sometimes, four-man) patrols of 17th-level town guards. It is a superhuman eugenics city, but 17th-level is still way too much for beat cops on constant patrol.
I would like to be positive and rave about something that genuinely makes me very happy. I absolutely adore the power scaling of the Zeitgeist adventure path/setting, especially its 4e version. It is the only published D&D/Pathfinder-type setting I have ever seen, the only one, that fully embraces the idea of letting the PCs evolve into legendary superheroes of completely unprecedented (in-universe) power level.
Not even Eberron (3.5, 4e, or 5e) does this, because Eberron's incarnations still have publicly-known superbeings actively running around, like the Lord of Blades. Not even 4e's Points of Light does this, because again, there are publicly-known superbeings actively running around, especially in the planes. Not even demigod-RPGs like Exalted 3e or Godbound do this; yet again, publicly-known superbeings taking activity.
Zeitgeist, a Victorian occultism and pseudo-[steam/diesel/magic]punk setting about playing super-special government operatives, is a little different. There are 13 adventure books. In 4e, they go from levels 1 to 30. About two-thirds into book #9, there is an empowering event that supercharges certain people, making them viable antagonists, revives ancient threats, and creates new enemies. Pre-empowering-event, the state of the setting is low-powered.
Dragons are extinct. The gods are extremely distant, and their existence is heavily disputed. The public knows of five lesser-god-like entities (level 28 solos, pre-empowering-event), but they are all in a deep slumber. The local planar system's most powerful magician (and war magician, at that) is a level 22 standard. The most powerful, non-top-secret, supernaturally-empowered warriors in the local planar system (yes, counting even monsters) are all level 20 standards, and the PCs meet a few of them right at level 1. The world's super-duper-elite special forces in militaries, DEVGRU- or Delta/CAG-tier, are level 11-12 standards. The typical police trained soldier is a level 5 minion, and the typical police officer is a level 1 minion. By 4e standards, this is a very low-powered planar system.
Right from the start, at level 1, the PCs are very special. When trained soldiers are level 5 minions and police officers are level 1 minions, the PCs are indisputably elite. The level 1 PCs may not be DEVGRU- or Delta/CAG-tier, but they are still special forces. They feel like heroes from the start, and book #1 really emphasizes this by having them spectacularly save the day and further embark on a high-profile, Mission-Impossible-tier spy operation.
About one-third into book #5, the PCs hit level 11. As anyone familiar with 4e knows, even a middlingly-optimized (e.g. simply picking blue or sky blue options from handbooks, taking math fix feats, buying item bonuses and dragonshard bonuses for damage, selecting a strong build and paragon path) level 11 PC is vastly more powerful than a level 11-12 standard, and a highly-optimized level 11 PC is transcendentally more powerful than a level 11-12 standard; a strong level 11 striker can one-turn-kill a level 12 standard with an encounter nova. This means that by this point in the adventure path, the PCs are already significantly past DEVGRU- or Delta/CAG-tier, and are the single most collectively powerful special forces team in the entire local planar system. The world is definitely taking notice of them.
During the leadup to book #9, the party gets the opportunity to reshape the international politics and technological development of the entire world. They broker peace, enact vast and sweeping reforms, and use super-science to introduce technologies like electrical power and radio transmissions to the world. The PCs completely shake up the political and technological status quo of the setting.
At the start of book #9 (out of 13 books, remember), the PCs are level 20, in a 30-level system. Again, middlingly-optimized level 20 PCs are so much stronger than level 20-22 standards, and highly-optimized level 20 PCs make level 20-22 standards look completely laughable. This means that the PCs have vastly surpassed the local planar system's most powerful, non-top-secret, supernaturally-empowered warriors (level 20 standards), and magician and war magician (level 22 standard). The entire setting is dropping its jaws at just how unprecedentedly strong the PCs are; nobody in the past couple of centuries has ever been anywhere close to the legendary power level the PCs currently display. The PCs are superheroes, and virtually nobody is at their level.
Commensurately, during book #9, the PCs face some totally bonkers opposition. Courts full of the local planar system's most powerful, supernaturally-empowered warriors, banding together. Ritually-resurrected, mighty dragons of old. Lesser gods temporarily awoken from their slumber (if a little handicapped). The most advanced bioweapons and robots that top-end arcanoscience can craft. And the best part: entire military units expressed as singular creatures. A dozen veteran soldiers could be a level 20 minion; while hundred wraiths might just be a level 17 standard. It feels so cool for these PCs, at level 20, to be one-of-a-kind superheroes of previously-unthinkable power levels, and for their opposition to be completely crazy as well.
Two-thirds of the way into book #9, the empowering event happens. Certain people get supercharged, ancient threats are revived, and new threats are created. But the PCs grow stronger, too. They shoot from level 20 to level 22, and they take up their epic destinies, becoming multiverse-changing demigods, the likes of which have never been seen before. One of the PCs, on top of their epic destiny, gets crowned monarch of the setting's most powerful and influential nation. The whole party becomes the undisputed Avengers of the local planar system. They were already influencing international politics and worldwide technological progression; now, they get to perform even wider-scope, cosmic-level changes to the multiverse. It is not just about resetting the status quo; it is about building a new reality.
Then, they still have all the way to level 30 and book #13 to go, with the scale rising higher and higher each time. Remember, full-on gods in 4e are fair game for PCs to fight.
All of this feels so, so cool, and it honestly makes me very happy. I have been playing this adventure path from books #1 to #13 now, and never before have I felt like such a one-of-a-kind superhero in a D&D/Pathfinder-type RPG, or even an Exalted/Godbound-type RPG. I would take this any day over Pathfinder 2e's style of, "You are 18th- to 20th-level now, so here is a city full of two- or four-guard patrols of 17th-level fighters in this 20-level system, who have always been around in town. You will be saving the world, or more accurately, a small portion of the world; but you are in no way unique, because two dozen other adventure path parties have done the same thing. Your own world is full of active, legendary figures who are vastly more powerful than you; and let us not even get into the wider multiverse with its many outsiders, demigods, and gods, whom you will never even come close to the influence of."
To date, I have found no other published D&D/Pathfinder-type setting that handles power scaling quite like Zeitgeist does. And so I place Zeitgeist on a pedestal for that.
I would like to be positive and rave about something that genuinely makes me very happy. I absolutely adore the power scaling of the Zeitgeist adventure path/setting, especially its 4e version. It is the only published D&D/Pathfinder-type setting I have ever seen, the only one, that fully embraces the idea of letting the PCs evolve into legendary superheroes of completely unprecedented (in-universe) power level.
Not even Eberron (3.5, 4e, or 5e) does this, because Eberron's incarnations still have publicly-known superbeings actively running around, like the Lord of Blades. Not even 4e's Points of Light does this, because again, there are publicly-known superbeings actively running around, especially in the planes. Not even demigod-RPGs like Exalted 3e or Godbound do this; yet again, publicly-known superbeings taking activity.
Zeitgeist, a Victorian occultism and pseudo-[steam/diesel/magic]punk setting about playing super-special government operatives, is a little different. There are 13 adventure books. In 4e, they go from levels 1 to 30. About two-thirds into book #9, there is an empowering event that supercharges certain people, making them viable antagonists, revives ancient threats, and creates new enemies. Pre-empowering-event, the state of the setting is low-powered.
Dragons are extinct. The gods are extremely distant, and their existence is heavily disputed. The public knows of five lesser-god-like entities (level 28 solos, pre-empowering-event), but they are all in a deep slumber. The local planar system's most powerful magician (and war magician, at that) is a level 22 standard. The most powerful, non-top-secret, supernaturally-empowered warriors in the local planar system (yes, counting even monsters) are all level 20 standards, and the PCs meet a few of them right at level 1. The world's super-duper-elite special forces in militaries, DEVGRU- or Delta/CAG-tier, are level 11-12 standards. The typical police trained soldier is a level 5 minion, and the typical police officer is a level 1 minion. By 4e standards, this is a very low-powered planar system.
Right from the start, at level 1, the PCs are very special. When trained soldiers are level 5 minions and police officers are level 1 minions, the PCs are indisputably elite. The level 1 PCs may not be DEVGRU- or Delta/CAG-tier, but they are still special forces. They feel like heroes from the start, and book #1 really emphasizes this by having them spectacularly save the day and further embark on a high-profile, Mission-Impossible-tier spy operation.
About one-third into book #5, the PCs hit level 11. As anyone familiar with 4e knows, even a middlingly-optimized (e.g. simply picking blue or sky blue options from handbooks, taking math fix feats, buying item bonuses and dragonshard bonuses for damage, selecting a strong build and paragon path) level 11 PC is vastly more powerful than a level 11-12 standard, and a highly-optimized level 11 PC is transcendentally more powerful than a level 11-12 standard; a strong level 11 striker can one-turn-kill a level 12 standard with an encounter nova. This means that by this point in the adventure path, the PCs are already significantly past DEVGRU- or Delta/CAG-tier, and are the single most collectively powerful special forces team in the entire local planar system. The world is definitely taking notice of them.
During the leadup to book #9, the party gets the opportunity to reshape the international politics and technological development of the entire world. They broker peace, enact vast and sweeping reforms, and use super-science to introduce technologies like electrical power and radio transmissions to the world. The PCs completely shake up the political and technological status quo of the setting.
At the start of book #9 (out of 13 books, remember), the PCs are level 20, in a 30-level system. Again, middlingly-optimized level 20 PCs are so much stronger than level 20-22 standards, and highly-optimized level 20 PCs make level 20-22 standards look completely laughable. This means that the PCs have vastly surpassed the local planar system's most powerful, non-top-secret, supernaturally-empowered warriors (level 20 standards), and magician and war magician (level 22 standard). The entire setting is dropping its jaws at just how unprecedentedly strong the PCs are; nobody in the past couple of centuries has ever been anywhere close to the legendary power level the PCs currently display. The PCs are superheroes, and virtually nobody is at their level.
Commensurately, during book #9, the PCs face some totally bonkers opposition. Courts full of the local planar system's most powerful, supernaturally-empowered warriors, banding together. Ritually-resurrected, mighty dragons of old. Lesser gods temporarily awoken from their slumber (if a little handicapped). The most advanced bioweapons and robots that top-end arcanoscience can craft. And the best part: entire military units expressed as singular creatures. A dozen veteran soldiers could be a level 20 minion; while hundred wraiths might just be a level 17 standard. It feels so cool for these PCs, at level 20, to be one-of-a-kind superheroes of previously-unthinkable power levels, and for their opposition to be completely crazy as well.
Two-thirds of the way into book #9, the empowering event happens. Certain people get supercharged, ancient threats are revived, and new threats are created. But the PCs grow stronger, too. They shoot from level 20 to level 22, and they take up their epic destinies, becoming multiverse-changing demigods, the likes of which have never been seen before. One of the PCs, on top of their epic destiny, gets crowned monarch of the setting's most powerful and influential nation. The whole party becomes the undisputed Avengers of the local planar system. They were already influencing international politics and worldwide technological progression; now, they get to perform even wider-scope, cosmic-level changes to the multiverse. It is not just about resetting the status quo; it is about building a new reality.
Then, they still have all the way to level 30 and book #13 to go, with the scale rising higher and higher each time. Remember, full-on gods in 4e are fair game for PCs to fight.
All of this feels so, so cool, and it honestly makes me very happy. I have been playing this adventure path from books #1 to #13 now, and never before have I felt like such a one-of-a-kind superhero in a D&D/Pathfinder-type RPG, or even an Exalted/Godbound-type RPG. I would take this any day over Pathfinder 2e's style of, "You are 18th- to 20th-level now, so here is a city full of two- or four-guard patrols of 17th-level fighters in this 20-level system, who have always been around in town. You will be saving the world, or more accurately, a small portion of the world; but you are in no way unique, because two dozen other adventure path parties have done the same thing. Your own world is full of active, legendary figures who are vastly more powerful than you; and let us not even get into the wider multiverse with its many outsiders, demigods, and gods, whom you will never even come close to the influence of."
To date, I have found no other published D&D/Pathfinder-type setting that handles power scaling quite like Zeitgeist does. And so I place Zeitgeist on a pedestal for that.