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<blockquote data-quote="bolie" data-source="post: 1566169" data-attributes="member: 8312"><p>As one of the potential players, I would like to say that I don't see a problem with any of this. By laying out the guidelines (training, strongholds, etc...) ahead of time, he's letting us know what's coming. We always have the option of refusing to play or telling him we really hate something that he's planning. It's not like he's going to ignore our feelings about the game and try to force us to play a way we hate. I kind of like the idea of playing in this campaign.</p><p></p><p>Regarding training - it seems quite reasonable to have a brief training period to refine techniques and lessons learned in the field. Learning by doing is very important, but if you don't apply some theory and some thought, then you may end up doing something dumb just because it worked that one time. Taking some time out to do some formal training is not unreasonable. Doing it once every three levels is a nice compromise.</p><p></p><p>Regarding the level identifications (nobility, epic, god-like) - Given that the whole level-based, class-based system is not especially realistic, I don't see a problem with certain levels being identified.</p><p></p><p>My own take on attributes and levels and experience is that they represent actual metaphysical changes to your character. Unlike our real world where physics dominate, the world of D&D (IMC) is dominated by metaphysics and magic. Each person is a being of psychic energy that is manifested by a body and mind. The six attributes are measures of metaphysical strength that are manifested by a strong body, quick mind, etc... Experience points represent the strengthen of your metaphysical "self". Hit points, increases in stats, level bonuses, etc... are all manifestations of this strengthening. That also explains why halflings can be just as strong as humans and why you can't just hit the gym to increase your strength.</p><p></p><p>Mythmere's system is perfectly reasonable given a similar sort of metaphysical reality. At certain levels (or metaphysical strengths), you affect the world around you in certain ways.</p><p></p><p>Oh, and with Mythmere as the DM, level 10 to level 40 could easily take decadeS, plural. <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>Bolie IV</p></blockquote><p></p>
[QUOTE="bolie, post: 1566169, member: 8312"] As one of the potential players, I would like to say that I don't see a problem with any of this. By laying out the guidelines (training, strongholds, etc...) ahead of time, he's letting us know what's coming. We always have the option of refusing to play or telling him we really hate something that he's planning. It's not like he's going to ignore our feelings about the game and try to force us to play a way we hate. I kind of like the idea of playing in this campaign. Regarding training - it seems quite reasonable to have a brief training period to refine techniques and lessons learned in the field. Learning by doing is very important, but if you don't apply some theory and some thought, then you may end up doing something dumb just because it worked that one time. Taking some time out to do some formal training is not unreasonable. Doing it once every three levels is a nice compromise. Regarding the level identifications (nobility, epic, god-like) - Given that the whole level-based, class-based system is not especially realistic, I don't see a problem with certain levels being identified. My own take on attributes and levels and experience is that they represent actual metaphysical changes to your character. Unlike our real world where physics dominate, the world of D&D (IMC) is dominated by metaphysics and magic. Each person is a being of psychic energy that is manifested by a body and mind. The six attributes are measures of metaphysical strength that are manifested by a strong body, quick mind, etc... Experience points represent the strengthen of your metaphysical "self". Hit points, increases in stats, level bonuses, etc... are all manifestations of this strengthening. That also explains why halflings can be just as strong as humans and why you can't just hit the gym to increase your strength. Mythmere's system is perfectly reasonable given a similar sort of metaphysical reality. At certain levels (or metaphysical strengths), you affect the world around you in certain ways. Oh, and with Mythmere as the DM, level 10 to level 40 could easily take decadeS, plural. :) Bolie IV [/QUOTE]
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