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General Tabletop Discussion
*TTRPGs General
If most DMs prefer low-mid levels...why have levels?
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<blockquote data-quote="Hussar" data-source="post: 3072991" data-attributes="member: 22779"><p>A good point. Very true.</p><p></p><p></p><p></p><p>I use the game pretty much out of the box. Very few house rules - only one comes to mind, no web spells. My parties are almost dead on wealth by level tables.</p><p></p><p></p><p></p><p>One trick pony status? What game do you play? I've yet to see a single build that has come to dominate the game. Heck, I've yet to see several builds that have come to dominate play. There is a huge variety in the mechanical aspects of characters. </p><p></p><p>Yes, the FIRST attack from high level fighter types will hit. But, the second is iffy and the third is very iffy. I can accept that double digit fighters will hit at least once per round. As far as the casters go, well, if your casters are wiping the floor with encounters, I posit that you need to brush up on your DM'ing fu a touch. </p><p></p><p>I have also found CR to be invaluable when calculating encounters. I recently ran a gauntlet style set up with four straight encounters with no rest between them. Without CR, I would have been forced to use my best guess for what would work. With CR, I crafted 4 encounters, 2 at EL-1, 1 at par and one at EL+2 and it worked beautifully. One of the best set battles I've ever done.</p><p></p><p></p><p></p><p>I believe Hero does this, although I am unsure. IME, point buy systems result in cookie cutter characters where everyone takes the exact same advantages because those advantages are best. Palladium games were particularly guilty of this. Vampire as well.</p><p></p><p></p><p></p><p>Two things here. Flatland systemic idiosyncracies? I'm not entirely sure what that means, but, having played more than a few games past 13th, I'm going to tell you that it is by no means a sure thing that the game implodes at high levels. It requires more work from the DM, true and certainly requires the DM to stop relying on standard fallback adventures since the players can get around most of the problems with ease.</p><p></p><p>Secondly, considering AEG failed in the d20 business and is no longer publishing things d20, I'm not really sure how great an idea it would be for WOTC to emulate them. Isn't GR moving pretty far away as well? At least far from d20 D&D. As far as quality goes, I would hardly put AEG up on the block. Any company that prints books with ores instead of orcs isn't exactly the poster boy for quality.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3072991, member: 22779"] A good point. Very true. I use the game pretty much out of the box. Very few house rules - only one comes to mind, no web spells. My parties are almost dead on wealth by level tables. One trick pony status? What game do you play? I've yet to see a single build that has come to dominate the game. Heck, I've yet to see several builds that have come to dominate play. There is a huge variety in the mechanical aspects of characters. Yes, the FIRST attack from high level fighter types will hit. But, the second is iffy and the third is very iffy. I can accept that double digit fighters will hit at least once per round. As far as the casters go, well, if your casters are wiping the floor with encounters, I posit that you need to brush up on your DM'ing fu a touch. I have also found CR to be invaluable when calculating encounters. I recently ran a gauntlet style set up with four straight encounters with no rest between them. Without CR, I would have been forced to use my best guess for what would work. With CR, I crafted 4 encounters, 2 at EL-1, 1 at par and one at EL+2 and it worked beautifully. One of the best set battles I've ever done. I believe Hero does this, although I am unsure. IME, point buy systems result in cookie cutter characters where everyone takes the exact same advantages because those advantages are best. Palladium games were particularly guilty of this. Vampire as well. Two things here. Flatland systemic idiosyncracies? I'm not entirely sure what that means, but, having played more than a few games past 13th, I'm going to tell you that it is by no means a sure thing that the game implodes at high levels. It requires more work from the DM, true and certainly requires the DM to stop relying on standard fallback adventures since the players can get around most of the problems with ease. Secondly, considering AEG failed in the d20 business and is no longer publishing things d20, I'm not really sure how great an idea it would be for WOTC to emulate them. Isn't GR moving pretty far away as well? At least far from d20 D&D. As far as quality goes, I would hardly put AEG up on the block. Any company that prints books with ores instead of orcs isn't exactly the poster boy for quality. [/QUOTE]
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If most DMs prefer low-mid levels...why have levels?
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