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Nobody Is Playing High Level Characters
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<blockquote data-quote="Lanefan" data-source="post: 7882432" data-attributes="member: 29398"><p>Ya know, when in a mood to wander down some off-the-farm rabbit holes, this might be a good one in which to find a rabbit or two. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> So, be vewwy vewwy qwiet...</p><p></p><p>What if, instead of trying to limit wealth by level and magic items carried and so forth, one went whole-hog the other way and made it that wealth and items acquired through adventuring become the primary if not only source of character power increase, with levelling tossed in the bin?</p><p></p><p>Certainly puts an end to most of the meat-vs-fatigue hit point debates, as a character wouldn't have to have very many hit points and once set those h.p. would never (or very rarely) increase from there. Starting h.p. wouldn't be determined by class any more, or not nearly as much as now, though character race would have a say: smaller races wouldn't get quite as many h.p. on average as larger. Also, h.p. could and would all be at least partly 'meat', based on the assumption that your h.p. do in fact reflect your ability to withstand injury and-or your pain thrshold. One could also fairly easily set whatever recovery rate one desired; and the need at high level for gobs of curing spells/devices or unrealistic recovery rates would largely disappear.</p><p></p><p>Level drain goes away, replaced by loss of wealth in the Bad Thing category.</p><p></p><p>Class could remain, in some form, with some items only working for - or working much better for - some particular classes. (1e D&D kind of waved at this with a few items but didn't go very far with it)</p><p></p><p>Then to control both the power level and the campaign length, all a DM has to do is control the amount of available wealth and the specifics of available magic items.</p><p></p><p>Probably 'out there' enough to not be D&D any more, but what if? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7882432, member: 29398"] Ya know, when in a mood to wander down some off-the-farm rabbit holes, this might be a good one in which to find a rabbit or two. :) So, be vewwy vewwy qwiet... What if, instead of trying to limit wealth by level and magic items carried and so forth, one went whole-hog the other way and made it that wealth and items acquired through adventuring become the primary if not only source of character power increase, with levelling tossed in the bin? Certainly puts an end to most of the meat-vs-fatigue hit point debates, as a character wouldn't have to have very many hit points and once set those h.p. would never (or very rarely) increase from there. Starting h.p. wouldn't be determined by class any more, or not nearly as much as now, though character race would have a say: smaller races wouldn't get quite as many h.p. on average as larger. Also, h.p. could and would all be at least partly 'meat', based on the assumption that your h.p. do in fact reflect your ability to withstand injury and-or your pain thrshold. One could also fairly easily set whatever recovery rate one desired; and the need at high level for gobs of curing spells/devices or unrealistic recovery rates would largely disappear. Level drain goes away, replaced by loss of wealth in the Bad Thing category. Class could remain, in some form, with some items only working for - or working much better for - some particular classes. (1e D&D kind of waved at this with a few items but didn't go very far with it) Then to control both the power level and the campaign length, all a DM has to do is control the amount of available wealth and the specifics of available magic items. Probably 'out there' enough to not be D&D any more, but what if? :) [/QUOTE]
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