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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="pemerton" data-source="post: 5792751" data-attributes="member: 42582"><p>Well, it depends pretty heavily on both mechanical aspects of the game (how does time factor into resource recovery? PC advancement? etc) and on the scenarios played.</p><p></p><p>In my own game, the PCs have:</p><p></p><p style="margin-left: 20px">*rescued some forsest homseteaders from marauding goblins;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*cleared the forest of 3 small-ish goblin lairs;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*tracked the hobgolbin leaders of the goblins back to a ruined minotaur city, fought and defeated some of those leaders;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*rescued prisoners and refugees and taken them back to a friendly city;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*learned that some other prisoners have been sold to gnolls;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*tracked down those gnolls in a ruined minotaur temple and rescued one of the prisoners from those gnolls (the other was sacrificed in a demonic ritual);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*travelled to the northernmost friendly city still troubled by the hobgoblin armies;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* defeated various cultists who were trying to instigate civil unrest in that city;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*defeaetd a wizard advisor to the ruler of that city, who was actually a traitor directing the goblins and hobgoblins;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*defeated the fiance of that wizard, also the niece of the city's ruler, who was secretly a necromancer.</p><p></p><p>Side-treckish stuff done along the way includes exploring some haunted minotaur tombs, freeing an island from a Shadowfell curse, and meeting, helping and then fighting with some witches who were refugees from the Feywild.</p><p></p><p>As far as the actual stuff is concerned, I don't think there's anything odd about a dwarven warrior who's done all this stuff being a paragon warpriest of Moradin, respected by all right-minded people that he deals with - those are some heroic deeds that have been done! And likewise for the other PCs. There paragon paths are quite organic out of events. It's just that there has been almost no downtime at all for these heroes.</p><p></p><p>It's not part of our "plan" for the campaign either that this stuff happen quickly (nor that it happen slowly). But most of it is stuff that the PCs have no reason to hesitate or delay about doing - every day's delay is potentially more lives lost to marauding armies - and the mechanics of the system don't mandate lengthy rest periods. (I should add - this is not a facet of 4e. In Rolemaster or AD&D, magical healing would take the place of extended rests, and would add no more than a day here and there to the time required for these adventures.)</p><p></p><p>Anyway, that's quite a few encounters, and the XP rules are what they are. The levelling is not too fast - 5 levels per year when playing every 2 to 3 weeks is about right (ie 3 to 4 sessions per level). And as I stated upthread, cognitive dissonance between real time and game time means that verisimilitude is threatened only when one of the players (and it is always one particular player) draws attention to how little time is passing in the gameworld.</p><p></p><p>1700 hours of playtime, for me, would be 400 or more sessions, or more than 20 years play at my current rate. I don't want my campaign to last that long. My first Rolemaster campaign lasted for about 8 years, and was played weekly, and so would have had about that many hours of playtime. It finished when levels were somewhere in the low-to-mid 20s (I can't remember now), but level gain had slowed to a crawl after the first four years. One of many features of that game that I would not want to repeat. Even in that game, though, only 5 or so years passed ingame, and that entirely for mechanical reasons: Rolemaster can have long healing times even when magical healing is used; and Rolemaster has ritual mechanics which can take up days and days of casting time.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5792751, member: 42582"] Well, it depends pretty heavily on both mechanical aspects of the game (how does time factor into resource recovery? PC advancement? etc) and on the scenarios played. In my own game, the PCs have: [indent]*rescued some forsest homseteaders from marauding goblins; *cleared the forest of 3 small-ish goblin lairs; *tracked the hobgolbin leaders of the goblins back to a ruined minotaur city, fought and defeated some of those leaders; *rescued prisoners and refugees and taken them back to a friendly city; *learned that some other prisoners have been sold to gnolls; *tracked down those gnolls in a ruined minotaur temple and rescued one of the prisoners from those gnolls (the other was sacrificed in a demonic ritual); *travelled to the northernmost friendly city still troubled by the hobgoblin armies; * defeated various cultists who were trying to instigate civil unrest in that city; *defeaetd a wizard advisor to the ruler of that city, who was actually a traitor directing the goblins and hobgoblins; *defeated the fiance of that wizard, also the niece of the city's ruler, who was secretly a necromancer.[/indent] Side-treckish stuff done along the way includes exploring some haunted minotaur tombs, freeing an island from a Shadowfell curse, and meeting, helping and then fighting with some witches who were refugees from the Feywild. As far as the actual stuff is concerned, I don't think there's anything odd about a dwarven warrior who's done all this stuff being a paragon warpriest of Moradin, respected by all right-minded people that he deals with - those are some heroic deeds that have been done! And likewise for the other PCs. There paragon paths are quite organic out of events. It's just that there has been almost no downtime at all for these heroes. It's not part of our "plan" for the campaign either that this stuff happen quickly (nor that it happen slowly). But most of it is stuff that the PCs have no reason to hesitate or delay about doing - every day's delay is potentially more lives lost to marauding armies - and the mechanics of the system don't mandate lengthy rest periods. (I should add - this is not a facet of 4e. In Rolemaster or AD&D, magical healing would take the place of extended rests, and would add no more than a day here and there to the time required for these adventures.) Anyway, that's quite a few encounters, and the XP rules are what they are. The levelling is not too fast - 5 levels per year when playing every 2 to 3 weeks is about right (ie 3 to 4 sessions per level). And as I stated upthread, cognitive dissonance between real time and game time means that verisimilitude is threatened only when one of the players (and it is always one particular player) draws attention to how little time is passing in the gameworld. 1700 hours of playtime, for me, would be 400 or more sessions, or more than 20 years play at my current rate. I don't want my campaign to last that long. My first Rolemaster campaign lasted for about 8 years, and was played weekly, and so would have had about that many hours of playtime. It finished when levels were somewhere in the low-to-mid 20s (I can't remember now), but level gain had slowed to a crawl after the first four years. One of many features of that game that I would not want to repeat. Even in that game, though, only 5 or so years passed ingame, and that entirely for mechanical reasons: Rolemaster can have long healing times even when magical healing is used; and Rolemaster has ritual mechanics which can take up days and days of casting time. [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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