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<blockquote data-quote="howandwhy99" data-source="post: 5772712" data-attributes="member: 3192"><p>Here's the OD&D level-based multiverse as I understand it. It isn't a layer cake, but that can help.</p><p></p><p>10 class levels can account for 10 levels of power for other things too. Spells, magic items, equipment, traps, monsters, even complexity.</p><p></p><p>Traditional dungeons are underground maze affairs that appear as layer cakes. Levels 1-10 (and more, and even sub-levels) correspond ON AVERAGE to all of the contents within them.</p><p></p><p>Now, we can warp and curve this layer into an onion, a tube, and other configurations, but one element to remember is that easy entrances are to level 1 and harder entrances are to lower levels. Nor are dungeons strictly underground affairs. Wilderness is a dungeon as are towns and cities. Different territories in each are more or less difficult to invade - by whatever means.</p><p></p><p>The most important thing is that the PCs choose how "deep to delve" in every instance. They can hang out in a proverbial level 1 as 10th level characters and play whack-a-mole. Or they can (almost certainly) over extend themselves by delving down level 10 (or at least attempt to) while they are still level 1, zero XP.</p><p></p><p>What this does is enable an averaged sweet spot for PCs to face challenges appropriate to their level by excelling up to it in the dungeon. It mixes Oblivion and SKyrim without putting the PCs on rails other than the layer system at large.</p><p></p><p>EDIT:</p><p>Also, in regards to "everything is the same difficulty on my appropriate level" being a boring choice, remember that all of these challenges are split by class as well. For some the trap on 2nd level is a 4th level challenge, for other classes it could be a 1st level one. It depends upon the means each class is better equipped to perform based on class abilities.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5772712, member: 3192"] Here's the OD&D level-based multiverse as I understand it. It isn't a layer cake, but that can help. 10 class levels can account for 10 levels of power for other things too. Spells, magic items, equipment, traps, monsters, even complexity. Traditional dungeons are underground maze affairs that appear as layer cakes. Levels 1-10 (and more, and even sub-levels) correspond ON AVERAGE to all of the contents within them. Now, we can warp and curve this layer into an onion, a tube, and other configurations, but one element to remember is that easy entrances are to level 1 and harder entrances are to lower levels. Nor are dungeons strictly underground affairs. Wilderness is a dungeon as are towns and cities. Different territories in each are more or less difficult to invade - by whatever means. The most important thing is that the PCs choose how "deep to delve" in every instance. They can hang out in a proverbial level 1 as 10th level characters and play whack-a-mole. Or they can (almost certainly) over extend themselves by delving down level 10 (or at least attempt to) while they are still level 1, zero XP. What this does is enable an averaged sweet spot for PCs to face challenges appropriate to their level by excelling up to it in the dungeon. It mixes Oblivion and SKyrim without putting the PCs on rails other than the layer system at large. EDIT: Also, in regards to "everything is the same difficulty on my appropriate level" being a boring choice, remember that all of these challenges are split by class as well. For some the trap on 2nd level is a 4th level challenge, for other classes it could be a 1st level one. It depends upon the means each class is better equipped to perform based on class abilities. [/QUOTE]
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