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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Lanefan" data-source="post: 8962779" data-attributes="member: 29398"><p>For me it went the other way: those level limits didn't make the least bit of realistic sense; and so over the years I dropped them. And yes this means there's a few ultra-high-level Elves out there, but perhaps fortunately not all Elves have great attention spans and thus don't stick at doing any one thing for their whole lives.</p><p></p><p>Indeed, and nor should it. IMO adventurers should reflect the broad demographic; with their extraordinariness coming from the fact they're willing and able to undertake the extremely high risk task of adventuring in order to get on that juicy level-advancement fast track.</p><p></p><p>This is one reason why having adventures be at least somewhat lethal is important: without that risk and associated winnowing-out process, the reward becomes unbalanced in a hurry and you do end up with way too many ultra-high-level people in the setting.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8962779, member: 29398"] For me it went the other way: those level limits didn't make the least bit of realistic sense; and so over the years I dropped them. And yes this means there's a few ultra-high-level Elves out there, but perhaps fortunately not all Elves have great attention spans and thus don't stick at doing any one thing for their whole lives. Indeed, and nor should it. IMO adventurers should reflect the broad demographic; with their extraordinariness coming from the fact they're willing and able to undertake the extremely high risk task of adventuring in order to get on that juicy level-advancement fast track. This is one reason why having adventures be at least somewhat lethal is important: without that risk and associated winnowing-out process, the reward becomes unbalanced in a hurry and you do end up with way too many ultra-high-level people in the setting. [/QUOTE]
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