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<blockquote data-quote="Don Durito" data-source="post: 7941986" data-attributes="member: 6687260"><p>I've seen it and I've felt it in just about every game. There does seem to be a dead area around level 6 or so.</p><p>It's one major reason why I prefer OSR games or OSR alikes like Castles and Crusades.</p><p></p><p>I do think it can be combatted however, but it takes GM finangling. (which is why I'm ok about GMing 5E but it doesn't excite me much as a player).</p><p></p><p>I think the following help:</p><p></p><ul> <li data-xf-list-type="ul">no feats or limiting feats that encourage builds - keep feats such as resilient that can help react to circumstances or needs in play. (The problem with planning builds is that once they are effectively achieved, interest can wane as people start planning out the next concept).</li> <li data-xf-list-type="ul">multiclassing (the same - don't allow it, or only under special circumstance)</li> <li data-xf-list-type="ul">Important magic items - these are things gained through play - therefore they're an incentive to hold onto and keep playing the character as the next character won't have them.</li> <li data-xf-list-type="ul">start finangling the rules to reflect play. Give 'boon' abilities that function a bit like magic items. E.g. maybe the fighter got turned to stone in a combat and had to be revived, maybe allow him to have some kind of stoneskin ability used once a day as he's absorbed part of that magic.</li> <li data-xf-list-type="ul">Let characters get proficiency in things they want to spend effort in things that aren't clearly covered by existing rules eg. if a character wants to spend time improving a castle or city's defences let them have proficiency in "siegecraft" if they spend significant time at sea give them proficiency in "sailing". If the fighter spends time training a militia give him proficiency in "military training". (You can even make these half proficiency - it just helps if the character sheet tells a story).</li> <li data-xf-list-type="ul">things like castles, allies, a house, a growing reputation etc. When they visit the king he's heard of them by name, they visit a tavern and a bard is telling a story about them etc</li> </ul><p></p><p>Basically put lots of focus on all the cool stuff they've achieved with these particular characters, that could be built on further, but would be lost if you just started a new campaign. Encourage them to really see the characters as people who have achieved a lot and been through some sh*t.</p><p></p><p>There's a whole lot of setting stuff to, ie building central setting mysteries and the like, but I imagine that's pretty obvious.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7941986, member: 6687260"] I've seen it and I've felt it in just about every game. There does seem to be a dead area around level 6 or so. It's one major reason why I prefer OSR games or OSR alikes like Castles and Crusades. I do think it can be combatted however, but it takes GM finangling. (which is why I'm ok about GMing 5E but it doesn't excite me much as a player). I think the following help: [LIST] [*]no feats or limiting feats that encourage builds - keep feats such as resilient that can help react to circumstances or needs in play. (The problem with planning builds is that once they are effectively achieved, interest can wane as people start planning out the next concept). [*]multiclassing (the same - don't allow it, or only under special circumstance) [*]Important magic items - these are things gained through play - therefore they're an incentive to hold onto and keep playing the character as the next character won't have them. [*]start finangling the rules to reflect play. Give 'boon' abilities that function a bit like magic items. E.g. maybe the fighter got turned to stone in a combat and had to be revived, maybe allow him to have some kind of stoneskin ability used once a day as he's absorbed part of that magic. [*]Let characters get proficiency in things they want to spend effort in things that aren't clearly covered by existing rules eg. if a character wants to spend time improving a castle or city's defences let them have proficiency in "siegecraft" if they spend significant time at sea give them proficiency in "sailing". If the fighter spends time training a militia give him proficiency in "military training". (You can even make these half proficiency - it just helps if the character sheet tells a story). [*]things like castles, allies, a house, a growing reputation etc. When they visit the king he's heard of them by name, they visit a tavern and a bard is telling a story about them etc [/LIST] Basically put lots of focus on all the cool stuff they've achieved with these particular characters, that could be built on further, but would be lost if you just started a new campaign. Encourage them to really see the characters as people who have achieved a lot and been through some sh*t. There's a whole lot of setting stuff to, ie building central setting mysteries and the like, but I imagine that's pretty obvious. [/QUOTE]
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