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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9232189" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002</u></strong></p><p></p><p></p><p></p><p>part 1/10</p><p></p><p></p><p></p><p>138 (168) pages. Epic level adventure? Can I ride my giant green-eyed white eagle? And wield my improbably large sword one-handed like the guys in Exalted do? Just this once? Well, alright. You still have to track encumbrance for everything outside your portable hole though. So it’s time to push the upper limits of power that the system allows and see if the bookkeeping required on all the stacked buffs remains manageable as the numbers add up. </p><p></p><p></p><p></p><p>Editorial: Unsurprisingly given the high level adventures in both this issue and the last, the editorial is advice on the same topic. If you want your campaign to make it all the way from 1st-20th and maybe beyond, it pays to plan ahead. Put the seeds of a world threatening danger into the very first session so it doesn’t come out of nowhere, remind them that the world is a big place and there are plenty of other adventurers out there, decide whether epic levels are something anyone can reach if they grind long enough or gated behind some magical seal or godly test like the ones from last issue. The kind of advice we’ve seen before, but a bit different this time because the rules are different this edition, with a sharp transition between the tiers of levels and how they’re handled by the rules that feels quite different to the more gradual BECMI or AD&D ones. So I guess this is another of those reminders that system does matter, often in ways that you don’t expect and are tricky to houserule without further knock-on consequences. Speeding up the advancement rate and the number of new powers you accumulate as you gain levels means you’ll be forced to deal with characters becoming too powerful for the episodic slice of life stuff much sooner so you might as well create campaigns that reflect that. Now if only they’d publish adventures that better reflect it as well, instead of mostly sticking to short ones designed to last a few sessions and gain you a level or two.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9232189, member: 27780"] [b][u]Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002[/u][/b] part 1/10 138 (168) pages. Epic level adventure? Can I ride my giant green-eyed white eagle? And wield my improbably large sword one-handed like the guys in Exalted do? Just this once? Well, alright. You still have to track encumbrance for everything outside your portable hole though. So it’s time to push the upper limits of power that the system allows and see if the bookkeeping required on all the stacked buffs remains manageable as the numbers add up. Editorial: Unsurprisingly given the high level adventures in both this issue and the last, the editorial is advice on the same topic. If you want your campaign to make it all the way from 1st-20th and maybe beyond, it pays to plan ahead. Put the seeds of a world threatening danger into the very first session so it doesn’t come out of nowhere, remind them that the world is a big place and there are plenty of other adventurers out there, decide whether epic levels are something anyone can reach if they grind long enough or gated behind some magical seal or godly test like the ones from last issue. The kind of advice we’ve seen before, but a bit different this time because the rules are different this edition, with a sharp transition between the tiers of levels and how they’re handled by the rules that feels quite different to the more gradual BECMI or AD&D ones. So I guess this is another of those reminders that system does matter, often in ways that you don’t expect and are tricky to houserule without further knock-on consequences. Speeding up the advancement rate and the number of new powers you accumulate as you gain levels means you’ll be forced to deal with characters becoming too powerful for the episodic slice of life stuff much sooner so you might as well create campaigns that reflect that. Now if only they’d publish adventures that better reflect it as well, instead of mostly sticking to short ones designed to last a few sessions and gain you a level or two. [/QUOTE]
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