NOTE 1: This thread is tagged 5E because that is how I want to employ the idea, but certainly other forms of D&D and similar games could work.
NOTE 2: This is half baked. i am posting it here to discuss it and see if something coherent emerges.
I was thinking about non linear adventures and got to wondering what a good method for keeping the campaign challenging over the course of multiple level up. I am going to provide an example campaign framework to try and explain what I mean:
The campaign takes place in a relatively isolated geography, like a large island nation. Within, there are 7 BBEGs of various stripes that are all part of an overall plot to Take Over The World. Once the PCs get involved in the situation, they can deal with each of the BBEGs in whatever order they prefer and flows naturally from their actions. Each BBEG is the culmination of an adventure, though, and the PCs are meant to level up upon defeating each BBEG.
The problem this presents is obvious: if the BBEGs are static, there isn't a "safe" way to let the PCs approach them in whatever order they like. So my solution is that when one of the BBEGs is defeated, the rest increase in power. Since I don't like purely mechanical solutions for RPG problems, I came up with an in-game solution: the BBEGs all stole the power of one even bigger, badder evil guy and when one dies, their potion of the power flows into the others. When there is only one left, that original BBEG takes over that boy and returns to the world.
The way I want to mechanically represent this is through a value I’ll call “delta.” Whenever the PCs defeat a BBEG, they level (and this is the only way they level) and delta goes up by one.
Stat blocks for the BBEGs and their primary lieutenants and minions will have entries that are impact by delta – from hit points to recharge numbers to legendary actions and so on. In essence, delta will impact the CR of the main antagonists in such a way as to keep it “fair” no matter what order the PCs choose to engage them.
Like I said, this is a very loose idea right now and it needs some work. I’m interested in what folks think of it, how I could best implement it mechanically. I am also interested in what other folks do to try and account for PC leveling in a non-linear scenario.
And just to be clear, one thing I am not interested in is cries of “the world shouldn’t change to match the PCs!” That is a fine point of view, and is something I also believe when running certain kinds of games. But in this specific instance, I do not want that to be the case. Thanks.
NOTE 2: This is half baked. i am posting it here to discuss it and see if something coherent emerges.
I was thinking about non linear adventures and got to wondering what a good method for keeping the campaign challenging over the course of multiple level up. I am going to provide an example campaign framework to try and explain what I mean:
The campaign takes place in a relatively isolated geography, like a large island nation. Within, there are 7 BBEGs of various stripes that are all part of an overall plot to Take Over The World. Once the PCs get involved in the situation, they can deal with each of the BBEGs in whatever order they prefer and flows naturally from their actions. Each BBEG is the culmination of an adventure, though, and the PCs are meant to level up upon defeating each BBEG.
The problem this presents is obvious: if the BBEGs are static, there isn't a "safe" way to let the PCs approach them in whatever order they like. So my solution is that when one of the BBEGs is defeated, the rest increase in power. Since I don't like purely mechanical solutions for RPG problems, I came up with an in-game solution: the BBEGs all stole the power of one even bigger, badder evil guy and when one dies, their potion of the power flows into the others. When there is only one left, that original BBEG takes over that boy and returns to the world.
The way I want to mechanically represent this is through a value I’ll call “delta.” Whenever the PCs defeat a BBEG, they level (and this is the only way they level) and delta goes up by one.
Stat blocks for the BBEGs and their primary lieutenants and minions will have entries that are impact by delta – from hit points to recharge numbers to legendary actions and so on. In essence, delta will impact the CR of the main antagonists in such a way as to keep it “fair” no matter what order the PCs choose to engage them.
Like I said, this is a very loose idea right now and it needs some work. I’m interested in what folks think of it, how I could best implement it mechanically. I am also interested in what other folks do to try and account for PC leveling in a non-linear scenario.
And just to be clear, one thing I am not interested in is cries of “the world shouldn’t change to match the PCs!” That is a fine point of view, and is something I also believe when running certain kinds of games. But in this specific instance, I do not want that to be the case. Thanks.