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Should adventurers be "better"?
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<blockquote data-quote="Synicism" data-source="post: 969852" data-attributes="member: 489"><p>Nah. 25 points does't create weak heroes. It creates relatively normal people who are bone-headed enough to make a career out of risking their lives for treasure. And it all depends what characters want to play and the goals of my campaign.</p><p></p><p>If I want the characters to overthrow a corrupt baron and bring freedom to their oppressed people, then 25 points is probably adequate.</p><p></p><p>If I want the characters to step from the Prime Material into the Outer Planes, tangle with fiends on a regular basis, and hold the fate of creation in their hands, then I want more points. 36, maybe even 40.</p><p></p><p>Why?</p><p></p><p>Because the 25 point characters probably won't survive in the Planar game and the 40 point characters probably won't be challenged in the more mundane game. You cross them up, and nobody will have fun.</p><p></p><p>My D&D games tend towards placing the fate of worlds in the PC's. There comes a point where courage and cleverness simply cannot overcome the monumental odds that I like to throw at my groups. Throw ground-shaking power into the mix, and they stand a fighting chance.</p><p></p><p>Yeah. I like superheroes. I think D&D is made for world-shaking heroes. So that's what I use it for.</p></blockquote><p></p>
[QUOTE="Synicism, post: 969852, member: 489"] Nah. 25 points does't create weak heroes. It creates relatively normal people who are bone-headed enough to make a career out of risking their lives for treasure. And it all depends what characters want to play and the goals of my campaign. If I want the characters to overthrow a corrupt baron and bring freedom to their oppressed people, then 25 points is probably adequate. If I want the characters to step from the Prime Material into the Outer Planes, tangle with fiends on a regular basis, and hold the fate of creation in their hands, then I want more points. 36, maybe even 40. Why? Because the 25 point characters probably won't survive in the Planar game and the 40 point characters probably won't be challenged in the more mundane game. You cross them up, and nobody will have fun. My D&D games tend towards placing the fate of worlds in the PC's. There comes a point where courage and cleverness simply cannot overcome the monumental odds that I like to throw at my groups. Throw ground-shaking power into the mix, and they stand a fighting chance. Yeah. I like superheroes. I think D&D is made for world-shaking heroes. So that's what I use it for. [/QUOTE]
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