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Making "level" king again in 3.x
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<blockquote data-quote="Geron Raveneye" data-source="post: 3830575" data-attributes="member: 2268"><p>Well, you have two choices...either "up" the power level of the characters so they can take on standard high-CR monsters and survive high-level special effects without magical augmentation, or tone down those effects.</p><p></p><p>A way to do the first would be to hand out ability raises more often (maybe 1/3 levels instead of 1/4), and raise the Saving Throw bonus across the row (maybe by 50%, or even double it). A few more skill points for most classes won't hurt either. That would take care of reducing ability buffs, save buffs and skill buffs. Other stuff, like immunity items won't go away as easily, and magical weapons and armor simply belong into D&D like rings of protection. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The other alternative would involve making the higher-level stuff more survivable for a group without magical gear...I don't know how to change the numbers in detail, but I'd say reducing the power of those effects and monsters by 25-30% should be a good start. This should affect the Save DCs of special abilities as well as the frequency. Other challenges should also have slightly decreased DCs in order to make sure they still can be beaten. I'd rather do this by eyeballing the group in question, look at their resources, and then decide what to throw at them instead of trying to take a wrench to the whole system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3830575, member: 2268"] Well, you have two choices...either "up" the power level of the characters so they can take on standard high-CR monsters and survive high-level special effects without magical augmentation, or tone down those effects. A way to do the first would be to hand out ability raises more often (maybe 1/3 levels instead of 1/4), and raise the Saving Throw bonus across the row (maybe by 50%, or even double it). A few more skill points for most classes won't hurt either. That would take care of reducing ability buffs, save buffs and skill buffs. Other stuff, like immunity items won't go away as easily, and magical weapons and armor simply belong into D&D like rings of protection. :) The other alternative would involve making the higher-level stuff more survivable for a group without magical gear...I don't know how to change the numbers in detail, but I'd say reducing the power of those effects and monsters by 25-30% should be a good start. This should affect the Save DCs of special abilities as well as the frequency. Other challenges should also have slightly decreased DCs in order to make sure they still can be beaten. I'd rather do this by eyeballing the group in question, look at their resources, and then decide what to throw at them instead of trying to take a wrench to the whole system. :) [/QUOTE]
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