Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PoL & population density
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="A'koss" data-source="post: 3965053" data-attributes="member: 840"><p>This is an opinion I've always held as well. HLers hold all the cards in the campaign - they are literally the best at everything. A saying I like to use when 2 nations are in "dispute" - You get your HLers to win the war... then send in the army. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p>When you boil it down, HLers really have just 2 capabilities which can make them a problem on a <em>campaign</em> level. First is divinations - to be able to glean information at a moment's notice, instantly/near-instantly communicate over long distances and see pretty well whereever you wanted, whenever you wanted. The second is long-range teleportation and similar high-speed/instaneous magical travel. </p><p></p><p>Together they allow HL groups to deal with 99.9% problems anywhere at anytime. Before breakfast. But take those two abilities away (or curb them *significantly*)... and you <em>greatly</em> reduce the impact they can have on your game. This is something I've always done in my 3e games. </p><p></p><p>If HLers have to rely on traditional spy networks, runners, various outpost reports and so on it greatly limits what they can reliably know is happening in the world around them. Further, if they have cross the intervening distance between points A & B, they will make damn certain it is worth their time to do so (they will be especially wary of traveling long distances which leaves their homes defenseless for extended periods of time). </p><p></p><p>LL-ML adventurers are all of a sudden a far greater necessity to deal with the myriad "little" problems HLers simply can't put on their plates. They can't deal with what they don't know about and can easily be too far away or too busy to deal with the problem in a timely manner even if they did know about it. This allows you to have a relatively high number of powerful NPCs without fear that they'll steal the PCs thunder.</p></blockquote><p></p>
[QUOTE="A'koss, post: 3965053, member: 840"] This is an opinion I've always held as well. HLers hold all the cards in the campaign - they are literally the best at everything. A saying I like to use when 2 nations are in "dispute" - You get your HLers to win the war... then send in the army. :cool: When you boil it down, HLers really have just 2 capabilities which can make them a problem on a [I]campaign[/I] level. First is divinations - to be able to glean information at a moment's notice, instantly/near-instantly communicate over long distances and see pretty well whereever you wanted, whenever you wanted. The second is long-range teleportation and similar high-speed/instaneous magical travel. Together they allow HL groups to deal with 99.9% problems anywhere at anytime. Before breakfast. But take those two abilities away (or curb them *significantly*)... and you [I]greatly[/I] reduce the impact they can have on your game. This is something I've always done in my 3e games. If HLers have to rely on traditional spy networks, runners, various outpost reports and so on it greatly limits what they can reliably know is happening in the world around them. Further, if they have cross the intervening distance between points A & B, they will make damn certain it is worth their time to do so (they will be especially wary of traveling long distances which leaves their homes defenseless for extended periods of time). LL-ML adventurers are all of a sudden a far greater necessity to deal with the myriad "little" problems HLers simply can't put on their plates. They can't deal with what they don't know about and can easily be too far away or too busy to deal with the problem in a timely manner even if they did know about it. This allows you to have a relatively high number of powerful NPCs without fear that they'll steal the PCs thunder. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PoL & population density
Top