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General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="tetrasodium" data-source="post: 9841697" data-attributes="member: 93670"><p>I dunno. Having the divide at 0-8 for low level & the 9-20 for high is probably a great divide with good reasons for each end. If you set the split too high it just ends up as a basically unused curiosity like the old epic level handbook.</p><p></p><p>Starting with level zero & stopping just before tier3 on the low end should allow ample room to flesh out zero to someone memorable without making the low end feel like it should be skipped like 5e did with "survivors" <em>(vrgtr?)</em>. Tho early levels are good for players establishing themselves in the world as part of it grown with roots linking them to NPCs organizations and so on. Conveniently it also avoids having PC's just teleporting in fully formed from Zeus's head without needing to lean into the dialed up lethality and seemingly useless starting gear seen in a lot of osr games that far exceeds what was present back in as&d2e∆ and such.</p><p></p><p></p><p>On the high end stopping 3 levels <em>before</em> tier3 by 3 levels allows for some room to smooth over early mistakes before stepping into high levels and provides some runway room to acclimate to any changes with any rules that no longer work at higher levels like rest expectations body slot/attunement changes or whatever while slowly feathering in the high level abilities rather than needing to do both at once or feel like the high levels can't change base rules that need rescaling for the increasing power level</p><p></p><p>∆nothing special about that edition vrs earlier ones just picked because I got it and whatever was in the red box about the same time and we used it more than redbox because flipping over to 3.5 at some point.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9841697, member: 93670"] I dunno. Having the divide at 0-8 for low level & the 9-20 for high is probably a great divide with good reasons for each end. If you set the split too high it just ends up as a basically unused curiosity like the old epic level handbook. Starting with level zero & stopping just before tier3 on the low end should allow ample room to flesh out zero to someone memorable without making the low end feel like it should be skipped like 5e did with "survivors" [I](vrgtr?)[/I]. Tho early levels are good for players establishing themselves in the world as part of it grown with roots linking them to NPCs organizations and so on. Conveniently it also avoids having PC's just teleporting in fully formed from Zeus's head without needing to lean into the dialed up lethality and seemingly useless starting gear seen in a lot of osr games that far exceeds what was present back in as&d2e∆ and such. On the high end stopping 3 levels [I]before[/I] tier3 by 3 levels allows for some room to smooth over early mistakes before stepping into high levels and provides some runway room to acclimate to any changes with any rules that no longer work at higher levels like rest expectations body slot/attunement changes or whatever while slowly feathering in the high level abilities rather than needing to do both at once or feel like the high levels can't change base rules that need rescaling for the increasing power level ∆nothing special about that edition vrs earlier ones just picked because I got it and whatever was in the red box about the same time and we used it more than redbox because flipping over to 3.5 at some point. [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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