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<blockquote data-quote="Reynard" data-source="post: 4641318" data-attributes="member: 467"><p>As stated, the scale of events and the backdrop of play of course changes with tier. However, there's no actual systemic change in the way the game functions at higher levels as opposed to lower levels. I am thinking here of the changes brought on by "Name Level" in AD&D, which ultimately amounted to a slowing down of the acquisition of personal power (levels) and the increasing of extrapersonal power and responsibilities (followers; building fortresses or guilds or schools; etc...)</p><p></p><p></p><p></p><p>What actual mechanical support do you get from the system in the core for gaining followers, building fortresses, ruling dominions or waging war?</p><p></p><p></p><p></p><p>But this is a function of how you play the game, not a function of the game itself. The game plays the same and therefore *is* the same.</p><p></p><p>Again, I hold out some hope: both AD&D 2E and 3E put out books on castle building and attempts to cover the ruling and warring of nations (which I mean to include bard schools, wizards' colleges, temples and thieves' guilds, of course). On the other hand, this element was much downplayed in 3.5, especially near the end in the 4E "model" years, so it is possible that it won't be considered worth the effort -- especially since the primary driving force for such play, the changing game, has been ironned out of the core system.</p><p></p><p>We shall have to see.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4641318, member: 467"] As stated, the scale of events and the backdrop of play of course changes with tier. However, there's no actual systemic change in the way the game functions at higher levels as opposed to lower levels. I am thinking here of the changes brought on by "Name Level" in AD&D, which ultimately amounted to a slowing down of the acquisition of personal power (levels) and the increasing of extrapersonal power and responsibilities (followers; building fortresses or guilds or schools; etc...) What actual mechanical support do you get from the system in the core for gaining followers, building fortresses, ruling dominions or waging war? But this is a function of how you play the game, not a function of the game itself. The game plays the same and therefore *is* the same. Again, I hold out some hope: both AD&D 2E and 3E put out books on castle building and attempts to cover the ruling and warring of nations (which I mean to include bard schools, wizards' colleges, temples and thieves' guilds, of course). On the other hand, this element was much downplayed in 3.5, especially near the end in the 4E "model" years, so it is possible that it won't be considered worth the effort -- especially since the primary driving force for such play, the changing game, has been ironned out of the core system. We shall have to see. [/QUOTE]
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