FireLance
Legend
I didn't see any thread on Mouseferatu's latest blog post, so I thought I'd start one.
Basically, in his post, Mouseferatu argues that high-level D&D should have the potential to be different, not just a retread of low-level D&D with higher numbers and deadlier powers. One example that he mentions was the way that earlier editions gave high-level PCs strongholds and followers.
Frankly, this is an idea that I can get behind. However, when I started thinking about how high-level D&D could be different, I find myself a little short on inspiration. I suppose it is possible to model the fact that the PCs have a stronghold as a domain management mini-game (perhaps drawing on the rules from the 2nd edition Birthright setting), but apart from that, what are the kinds of issues that the PCs might have to deal with as leaders and landowners (L&L ? ) that would be (i) different from the issues they have to deal with as adventurers and (ii) interesting to play through?
Going beyond the example of managing a stronghold and followers, what are the other ways that D&D can be played differently at higher levels? How would you like the game to change as a player and as a DM? Would you be keen on rules for any of the following:
Basically, in his post, Mouseferatu argues that high-level D&D should have the potential to be different, not just a retread of low-level D&D with higher numbers and deadlier powers. One example that he mentions was the way that earlier editions gave high-level PCs strongholds and followers.
Frankly, this is an idea that I can get behind. However, when I started thinking about how high-level D&D could be different, I find myself a little short on inspiration. I suppose it is possible to model the fact that the PCs have a stronghold as a domain management mini-game (perhaps drawing on the rules from the 2nd edition Birthright setting), but apart from that, what are the kinds of issues that the PCs might have to deal with as leaders and landowners (L&L ? ) that would be (i) different from the issues they have to deal with as adventurers and (ii) interesting to play through?
Going beyond the example of managing a stronghold and followers, what are the other ways that D&D can be played differently at higher levels? How would you like the game to change as a player and as a DM? Would you be keen on rules for any of the following:
- Changing the mindset and culture of a society?
- Promoting the worship of a religion?
- Supervising the construction of some monument or some feat of engineering?
- Changing the climate and terrain of an area (say, turning a desert into a forest or a fertile plain) or even the laws of magic?