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I absolutely love the power scaling of Zeitgeist
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<blockquote data-quote="EarthSeraphEdna" data-source="post: 7877318" data-attributes="member: 49309"><p>In short, I like the Zeitgeist setting and adventure path for being the only published setting for a D&D/Pathfinder-type setting that actually casts the PCs as superheroes of unprecedented power (both by PC standards, and by monster standards), effectively making them the Avengers or Justice League of their world, and that lets these PCs change up the status quo of the entire setting with vast and sweeping reforms.</p><p></p><p>I do not think even Exalted/Godbound-type games handle it quite well, because you still have hundreds of Solar/Abyssal/Sidereal/Lunar Exalted and dozens of superpowered miscellaneous entities running around, or mortal Eldritches and parasite gods are running amok in this nation and that.</p><p></p><p>That is it, essentially.</p><p></p><p>To be fair, Zeitgeist has the advantage of being both a setting and an adventure path. In terms of worldbuilding, this means that it can afford to significantly limit the amount of extant threats and other superbeings, as opposed to leaving them around as plot hooks.</p><p></p><p>Also, I would like to clarify that I am talking about the 4e version of Zeitgeist specifically, which is by far the most superhero-ish incarnation of the setting. The Pathfinder 1e version of the adventure path casts the PCs as a little less superheroic. The 5e version of Zeitgeist is, due to the bounded accuracy nature of the setting, the most down-to-earth version of the setting and the adventure path, where even the max-level heroes are still vulnerable to being gunned down by scores of regular people pelleting them with ranged attacks.</p><p></p><p>I personally prefer the larger-than-life, (accidentally?) superhero-like version of Zeitgeist over the more down-to-earth, grounded version of Zeitgeist, but I recognize that both versions have their appeal.</p></blockquote><p></p>
[QUOTE="EarthSeraphEdna, post: 7877318, member: 49309"] In short, I like the Zeitgeist setting and adventure path for being the only published setting for a D&D/Pathfinder-type setting that actually casts the PCs as superheroes of unprecedented power (both by PC standards, and by monster standards), effectively making them the Avengers or Justice League of their world, and that lets these PCs change up the status quo of the entire setting with vast and sweeping reforms. I do not think even Exalted/Godbound-type games handle it quite well, because you still have hundreds of Solar/Abyssal/Sidereal/Lunar Exalted and dozens of superpowered miscellaneous entities running around, or mortal Eldritches and parasite gods are running amok in this nation and that. That is it, essentially. To be fair, Zeitgeist has the advantage of being both a setting and an adventure path. In terms of worldbuilding, this means that it can afford to significantly limit the amount of extant threats and other superbeings, as opposed to leaving them around as plot hooks. Also, I would like to clarify that I am talking about the 4e version of Zeitgeist specifically, which is by far the most superhero-ish incarnation of the setting. The Pathfinder 1e version of the adventure path casts the PCs as a little less superheroic. The 5e version of Zeitgeist is, due to the bounded accuracy nature of the setting, the most down-to-earth version of the setting and the adventure path, where even the max-level heroes are still vulnerable to being gunned down by scores of regular people pelleting them with ranged attacks. I personally prefer the larger-than-life, (accidentally?) superhero-like version of Zeitgeist over the more down-to-earth, grounded version of Zeitgeist, but I recognize that both versions have their appeal. [/QUOTE]
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I absolutely love the power scaling of Zeitgeist
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