Kae'Yoss
First Post
As a 3e-Disciple I have to comment.
Besides, I like to dip the luck in favour of an unfortunate player - especially if he shows brilliant tactics and thinking, but gets blasted cause of bad luck with dice. I also *cheat* for my bad guys occasionally - especially if he'd be the third who'd die before he ever had the chance to do something, all the time I spend preparing him would be wasted and the fight which was supposed to be a memorable one for the whole party turns into a joke - these things are funny once, but after the 10th time it gets frustrating
As you're saying that you want to start at level 10, and have written about level 40, this campaign might take a decade or more.

Ah. How I hated that. "He's a thief, he can't be trusted. I don't let him out of my eyes" And that for a "Scout"-like Charakter. OK, some people look for any excuse to play badly, but that was just too much of an opportunity to them.Mythmere said:rogues were thieves!
Remember that wizards now get 2 free spells per level, so either your limit on spells will be moot, or you get rid of the 2 free spells and give the wizard a serious disadvantage (since it's the only class that needs to find his spells, everyone else either has his spells known or is provided by his god/power)2) Magic items and spells are not as readily available for purchase as the PH suggests. However, there are many spells out there that are 20 to 25% more powerful than the PH norm for a spell of that level.
I don't know how that is different from 3e. It depends on the DM, I think. In the first 3e-Campaign I played in, we were able to secure a lot of political power.3) I have identified the power levels of the major players in the world. If your goal is political domination of an area, that goal will not continually be out of reach; it will be attainable if you survive long enough to defeat the existing power players.
Another thing I always hated about pre 3e. You're out there, fighting for your dear life, and gain all the experience which for all purposes *is* your becoming better at what you do, but you have to find someone who trains you (and give him a lot of money) to actually become so. This just breaks my suspension of disbelief: Why would anyone go out adventuring on level 1, if adventuring doesn't let you advance? I'll just stay in my training facility and spend the 3 weeks the instructors need to get me up to level 204) You must train to reach the “feat” levels, 3rd, 6th, 9th, etc. Training costs 1,000 gps for third level, and doubles for each subsequent training.
If I did that, I'd have a TPK within the first 3 combat rounds the campaign has ever seen. Thing is that I have infernal luck with rolling dice - when I'm DMing. It would be rude to the players to let them suffer for my luck ;-)5)I will roll all monster combat rolls publicly, and I will not pull any punches in monster strategy, hit points, or number. You get what you get. The players are playing against the rule system to survive and become legendary.
Besides, I like to dip the luck in favour of an unfortunate player - especially if he shows brilliant tactics and thinking, but gets blasted cause of bad luck with dice. I also *cheat* for my bad guys occasionally - especially if he'd be the third who'd die before he ever had the chance to do something, all the time I spend preparing him would be wasted and the fight which was supposed to be a memorable one for the whole party turns into a joke - these things are funny once, but after the 10th time it gets frustrating
Can't argue with that.6) In any place that calls for random encounters, the area will have a challenge rating, per the rules. The random encounter table for the area will have an EQUAL possibility of encounters ranging from five below to five above the area’s CR. The players will have to decide whether to fight or run. This will probably be a life-critical decision in any but civilized areas.
What about PrC's? What about multiclassing?7) Each feat level for each class has a well-recognized title.
Also something I absolutely disagree with. Why should you stop becoming better just because you don't have a stronghold? What if I don't want a stronghold? Am I doomed to be stuck at lv 11 - even though I have done far more than that other guy and should be lv 17, but he's better cause he has killed one goblin - and bought a stronghold8) At level 11, a character must have a stronghold to advance to level 12. The stronghold may be jointly held by a party. A stronghold reduces training expenses by 10%, for various reasons depending on class.
Should be a question of the campaign setting, not the rules - what makes you nobility in the world? Can you *become* nobility? Is it tied to your (abstract) power? Or does it require you to either be born noble or be declared so by a king? Being 15th level doesn't mean that you must have earned the gratitude of a king - you could just go to a lonely dungeon and slay 15 levels worth of monsters...9) At 15th level, the character’s bloodline will almost certainly be recognized as a noble line.
The same like nobility: It's not your level (which is abstract) that make you famous, it's the deeds you've done. You can reach level 40 by running through Undermountain and killing everything Halaster sets before you. Or, you can reach level 14 by saving the kingdom from the big magical plague that the beholders have created to turn everyone into an aberration.10) At level 20, epics will circulate about the character’s deeds, and eventually one of them will become the “standard” bardic poem, with codes and secret knowledge encrypted into its wording and music.
Same as with normal strongholds11) At level 30, a character has enough internal power to be made immortal by epic spell or otherwise. To advance further, the character needs a stronghold on a plane other than the material plane. The existing stronghold can be moved (if the character has that sort of magic), kept as an extra fortress, or relinquished.
Another thing that depends on the campaign world.12) At level 40, a character has the potential to become divine.
Well, at the beginning, advancement tends to be really fast, but later it will be much slower (at least, that was how it happened in my campaigns). Personally, I prefer a somewhat faster advancement, but that is in part due to the fact that I like all levels of play (at least 1-20 should be in most campaigns) and we can't seem to get people to stay on long enough to play into the higher levels.14) I want to avoid the “video game” feel of the 3.0/3.5 advancement. Experience awards will be half the amounts shown in the book, to slightly draw out the amount of adventuring time required per level (anticipated at 3 sessions per level). Large roleplaying experience point bonuses will apply for interactions with NPCs, advancing a character’s network of contacts, undertaking religious development, political development, or initiating research (especially research that leads to quests). A “day” of research means eight hours, permitting limited adventuring for a wizard even during research. An adventure spent in roleplaying as described above will yield almost as much experience as a session spent in a dungeon adventure (but not, obviously, as much treasure).
As you're saying that you want to start at level 10, and have written about level 40, this campaign might take a decade or more.
Do you mean it does not exist or just that players can't take it? It's another thing I don't like: making some rules only available to NPC's.15) The sorcerer class is not available to players.
NO, we don't know what it means. Enlighten usBeware of trusting your mentors too much, though; they are NPCs under my control, and we all know what that means.
