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General Tabletop Discussion
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Power Ups and How they Effect the Game
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1926031" data-attributes="member: 22882"><p>This player who wants power-ups realizes that no matter how strong his PCs are, the DM can and will send in stronger opponents. That's the whole point! My very strong PC can face challenges many CRs above his level, gain XP faster, and get new abilities sooner. I could care less about treasure (or statistic point-buy); it's XP I crave, and the chance to gain new powers on a regular basis.</p><p></p><p>I enjoy a high-powered campaign for the simple reason that it gets me more XP, faster. No ifs, ands or buts. It's the difference between gaining a level after 4 sessions or after 3, or, ideally, 2.</p><p></p><p>As a player, I'm interested in role-playing and gaining new abilities. As a GM, I'm interested in role-playing and providing extremely difficult challenges.</p><p></p><p></p><p></p><p>Undue? Why are they undue? It changes the game, but it isn't any more or less valid.</p><p></p><p>It does put (slightly) more work on the GM, but once he becomes accustomed to it, it goes pretty easily.</p><p></p><p></p><p></p><p>This actually is a problem. Whenever I'm the best character optimizer in a gaming group (be I GM or player), I assist the other players in creating the best possible incarnation of their character concepts, precisely to avoid it.</p><p></p><p></p><p></p><p>I'd rather not play under inexperienced GMs at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> If there's rotation to be done, the senior GMs need to be willing to help the young'uns learn the ropes, and the young need to respect the wisdom of their elders. If one or both parties can't manage that, I can find another gaming group.</p><p></p><p></p><p></p><p>Works for me (although 25 point buy penalizes monks and paladins and gives an inordinate buff to druids). Stats only very peripherally affect the ability to gain XP faster (and as such, the relevant power level). After about 5th level, they're an afterthought.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1926031, member: 22882"] This player who wants power-ups realizes that no matter how strong his PCs are, the DM can and will send in stronger opponents. That's the whole point! My very strong PC can face challenges many CRs above his level, gain XP faster, and get new abilities sooner. I could care less about treasure (or statistic point-buy); it's XP I crave, and the chance to gain new powers on a regular basis. I enjoy a high-powered campaign for the simple reason that it gets me more XP, faster. No ifs, ands or buts. It's the difference between gaining a level after 4 sessions or after 3, or, ideally, 2. As a player, I'm interested in role-playing and gaining new abilities. As a GM, I'm interested in role-playing and providing extremely difficult challenges. Undue? Why are they undue? It changes the game, but it isn't any more or less valid. It does put (slightly) more work on the GM, but once he becomes accustomed to it, it goes pretty easily. This actually is a problem. Whenever I'm the best character optimizer in a gaming group (be I GM or player), I assist the other players in creating the best possible incarnation of their character concepts, precisely to avoid it. I'd rather not play under inexperienced GMs at all. ;) If there's rotation to be done, the senior GMs need to be willing to help the young'uns learn the ropes, and the young need to respect the wisdom of their elders. If one or both parties can't manage that, I can find another gaming group. Works for me (although 25 point buy penalizes monks and paladins and gives an inordinate buff to druids). Stats only very peripherally affect the ability to gain XP faster (and as such, the relevant power level). After about 5th level, they're an afterthought. [/QUOTE]
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