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<blockquote data-quote="Ourph" data-source="post: 4641430" data-attributes="member: 20239"><p>If by "systemic change" you mean the underlined part above, this is exactly what is happening as the PCs advance through the tiers.</p><p></p><p></p><p>As LostSoul points out, skill challenges are a great way to have the PCs work through the process of gaining followers and alliances, negotiating a land grant or ruling a dominion. The ease of building NPCs makes coming up with balanced NPC allies that contribute but don't overshadow the PCs really easy. Minions make large-scale battles challenging, yet easy to run.</p><p></p><p></p><p>This statement makes absolutely no sense to me. I'm playing a totally RAW campaign except for a few tweaks to the way Action Points work and some additional Rituals the players have researched as we've gone along. I'm playing the exact same game that every other person playing 4e is playing, but my experience isn't a function of the game? If you're pointing out that I'm not playing the game as a robotic string of combat encounters with no imagination or forethought put into the campaign world, the impact the PCs actions might have on it or the outside-of-combat aspects of roleplaying and NPC interactions then I guess you would be technically correct. But I fail to see how that's significant since being "the same at every level" would be the least of the problems with such a game. It would be a boring, tedious grind with no actual resemblance to any RPG campagin I've ever participated in or heard of. Rules on attracting followers or the cost of building a castle wouldn't improve my game if I were the kind of DM that would run such a campaign in the first place.</p><p></p><p>I would suggest actually playing or running the game through a couple of tiers before making judgements on this issue. My DMing skills are certainly nothing to write home about. If, as you suggest, I'm doing something that is making the game feel different as the PCs progress through the tiers I can't imagine any DM will have a problem doing exactly the same thing in their own game.</p><p></p><p>If you're really worried about being able to make the higher tiers feel different in play, I would recommend thoroughly reading the DMG. It has tons of useful advice and guidelines about how to do just that. Even a completely new DM should be able to read through the challenges and rewards chapters of the DMG and come away with a strong grasp of how to create a campaign where heroic, paragon and epic tiers feel significantly different to the players. I know from your other posts, Reynard, that you've been playing and DMing for years, so I very much doubt you would have any problems incorporating that advice into your 4e game.</p></blockquote><p></p>
[QUOTE="Ourph, post: 4641430, member: 20239"] If by "systemic change" you mean the underlined part above, this is exactly what is happening as the PCs advance through the tiers. As LostSoul points out, skill challenges are a great way to have the PCs work through the process of gaining followers and alliances, negotiating a land grant or ruling a dominion. The ease of building NPCs makes coming up with balanced NPC allies that contribute but don't overshadow the PCs really easy. Minions make large-scale battles challenging, yet easy to run. This statement makes absolutely no sense to me. I'm playing a totally RAW campaign except for a few tweaks to the way Action Points work and some additional Rituals the players have researched as we've gone along. I'm playing the exact same game that every other person playing 4e is playing, but my experience isn't a function of the game? If you're pointing out that I'm not playing the game as a robotic string of combat encounters with no imagination or forethought put into the campaign world, the impact the PCs actions might have on it or the outside-of-combat aspects of roleplaying and NPC interactions then I guess you would be technically correct. But I fail to see how that's significant since being "the same at every level" would be the least of the problems with such a game. It would be a boring, tedious grind with no actual resemblance to any RPG campagin I've ever participated in or heard of. Rules on attracting followers or the cost of building a castle wouldn't improve my game if I were the kind of DM that would run such a campaign in the first place. I would suggest actually playing or running the game through a couple of tiers before making judgements on this issue. My DMing skills are certainly nothing to write home about. If, as you suggest, I'm doing something that is making the game feel different as the PCs progress through the tiers I can't imagine any DM will have a problem doing exactly the same thing in their own game. If you're really worried about being able to make the higher tiers feel different in play, I would recommend thoroughly reading the DMG. It has tons of useful advice and guidelines about how to do just that. Even a completely new DM should be able to read through the challenges and rewards chapters of the DMG and come away with a strong grasp of how to create a campaign where heroic, paragon and epic tiers feel significantly different to the players. I know from your other posts, Reynard, that you've been playing and DMing for years, so I very much doubt you would have any problems incorporating that advice into your 4e game. [/QUOTE]
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