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General Tabletop Discussion
*Pathfinder & Starfinder
Is There a Link between Half Level and the Death of Epic Tier?
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<blockquote data-quote="delericho" data-source="post: 5705134" data-attributes="member: 22424"><p>Not quite. There are a lot of powers (flight, scrying...) that don't become available immediately. But by the time you're mid-way through Paragon there really don't seem to be any new worlds to conquer.</p><p></p><p>Also, if you start at level 1, it is likely to be only a matter of weeks (or a couple of months) before you hit level 5. You're probably still in that phase where everything is fresh and new. But by the time you reach level 21 you're likely to have been playing for a couple of <em>years</em>. This makes sameness much more of an issue - it can so easily lead to boredom, and thus the death of the campaign. Campaigns are almost always most fun when they're new.</p><p></p><p></p><p></p><p>My issue is that the books don't provide the DM with any support in doing that. The default is that they just happen, and if the DM tries to make the PCs work for them, he's opening himself to accusations of not playing fair. After all, the players can simply argue that they <em>have</em> been working for them - after all, they gained the XP didn't they?</p><p></p><p>IMO, Epic Destinies would have been <em>much</em> better handled had they been removed from the PHB (except for references that such things were possible), and described in the DMG. Additionally, each Destiny should have been provided with a chain of 5 powers (or perhaps a tree of powers), each of which came with a suggested <em>in story</em> prerequisite for gaining that power.</p><p></p><p>That is, make the "having to work for them" the default for the game, hard-code the requirements into the game, and provide the DM with plenty of support for bringing out those Epic story elements.</p><p></p><p>(Note: mechanically, I don't have any issue with Epic Destinies. In terms of the rules, they work fine. They're just <em>really really boring.</em>)</p></blockquote><p></p>
[QUOTE="delericho, post: 5705134, member: 22424"] Not quite. There are a lot of powers (flight, scrying...) that don't become available immediately. But by the time you're mid-way through Paragon there really don't seem to be any new worlds to conquer. Also, if you start at level 1, it is likely to be only a matter of weeks (or a couple of months) before you hit level 5. You're probably still in that phase where everything is fresh and new. But by the time you reach level 21 you're likely to have been playing for a couple of [i]years[/i]. This makes sameness much more of an issue - it can so easily lead to boredom, and thus the death of the campaign. Campaigns are almost always most fun when they're new. My issue is that the books don't provide the DM with any support in doing that. The default is that they just happen, and if the DM tries to make the PCs work for them, he's opening himself to accusations of not playing fair. After all, the players can simply argue that they [i]have[/i] been working for them - after all, they gained the XP didn't they? IMO, Epic Destinies would have been [i]much[/i] better handled had they been removed from the PHB (except for references that such things were possible), and described in the DMG. Additionally, each Destiny should have been provided with a chain of 5 powers (or perhaps a tree of powers), each of which came with a suggested [i]in story[/i] prerequisite for gaining that power. That is, make the "having to work for them" the default for the game, hard-code the requirements into the game, and provide the DM with plenty of support for bringing out those Epic story elements. (Note: mechanically, I don't have any issue with Epic Destinies. In terms of the rules, they work fine. They're just [i]really really boring.[/i]) [/QUOTE]
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Is There a Link between Half Level and the Death of Epic Tier?
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