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Request for Comments on Beyond 20th Level Progressions
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7016305" data-attributes="member: 6701872"><p>My experience with D&D over a few editions/versions now has show me that the ones that work best in the capacity of "keep playing forever" are the ones that scale things back, and then even turn most of things "off" at a certain point - such as AD&D 2nd edition (pre-DM's Option: High-Level Campaigns and it's level 30 hard cap idea), BECMI, and 5th edition.</p><p></p><p>The reason being that the other approach, to continue to have just as much "new stuff" for each level as the character keeps progressing, very rapidly sets the PCs up to outclass every challenge established by the game material up to that point - you have to stop using the Monster Manual and start devising a different set of "epic" monsters, and you have to have everything that's meant to feel challenging be things that are basically as near to what the system normally considers impossible because the character's abilities keep growing beyond the point that the normal game's "hard" DCs have become relatively easy.</p><p></p><p>So yes, the boon system might feel less like the characters are getting more of their own class shtick at some point (definitely not right away, as fighter types probably aren't taking the same boons as mage types until at least the 3rd or 4th boon they take, because boons are not each equally beneficial to each sort of character), but it at least allows for the game to stay playable with a smaller amount of effort for a longer period of time.</p><p></p><p>And as far as the "sound like D&D" bit - for a very long time, it was the standard in D&D that experience needed for the next level hit a plateau. Specifically, from the game's creation in the middle-ish 1970s until 3rd edition was released in 2000 (or thereabouts), characters over a certain level (ranging from 8 to 10 depending on version and class) typically had a flat X more experience to next level value.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7016305, member: 6701872"] My experience with D&D over a few editions/versions now has show me that the ones that work best in the capacity of "keep playing forever" are the ones that scale things back, and then even turn most of things "off" at a certain point - such as AD&D 2nd edition (pre-DM's Option: High-Level Campaigns and it's level 30 hard cap idea), BECMI, and 5th edition. The reason being that the other approach, to continue to have just as much "new stuff" for each level as the character keeps progressing, very rapidly sets the PCs up to outclass every challenge established by the game material up to that point - you have to stop using the Monster Manual and start devising a different set of "epic" monsters, and you have to have everything that's meant to feel challenging be things that are basically as near to what the system normally considers impossible because the character's abilities keep growing beyond the point that the normal game's "hard" DCs have become relatively easy. So yes, the boon system might feel less like the characters are getting more of their own class shtick at some point (definitely not right away, as fighter types probably aren't taking the same boons as mage types until at least the 3rd or 4th boon they take, because boons are not each equally beneficial to each sort of character), but it at least allows for the game to stay playable with a smaller amount of effort for a longer period of time. And as far as the "sound like D&D" bit - for a very long time, it was the standard in D&D that experience needed for the next level hit a plateau. Specifically, from the game's creation in the middle-ish 1970s until 3rd edition was released in 2000 (or thereabouts), characters over a certain level (ranging from 8 to 10 depending on version and class) typically had a flat X more experience to next level value. [/QUOTE]
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