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The ELH is a great book (if you know how to use it)!
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<blockquote data-quote="ashockney" data-source="post: 1729141" data-attributes="member: 1363"><p>Sounds like a cool topic to me Dragonblade.</p><p></p><p>I prefer a more traditional vision of the role of character level in a world. I've found it to work quite well to assume a "ratio" approach (for example):</p><p></p><p>8:10 population are commoners</p><p>1:10 population are classed levels</p><p>1:10 population are classed npc's</p><p>1:4 of classed npc's are militia</p><p>1:2 of militia are Warrior 1</p><p>1:10 of militia are Warrior 5</p><p>1:20 of militia are Warrior 10</p><p>1:100 of militia are Warrior 15</p><p>1:1000 of militia are Warrior 20</p><p>1:10,000 of militia are Epic Fighters</p><p></p><p>This gives a good feel of "believeability" while still allowing for plenty of "major players" in the world. If you assume a typical continent with 2mm to 200mm people, the numbers above get pretty big (ie, 1:250,000 pop = epic fighters, therefore picture that the US would have roughly 8,000 epic fighters). That's plenty to deal with an "epic" party, while still very-much presenting a world where "most are commoners" and "dealing with epic/high-level npc's is pretty rare...until you get there yourself.</p><p></p><p>Changes I'd love to see:</p><p>Better balance for the spells and save dc's in epic.</p><p>A good epic spell system.</p><p>Better balance for other feat/magic item/class combinations.</p><p>More uniqueness in the classes and class or prestige class options.</p><p>My characters seemed to gravitate toward "racial alterations" and "templates" as epic alternatives (that balance well).</p><p>A terrific system for managing a network or organization.</p><p>A simple, tactically challenging method for holding large-scale battles.</p><p>A method for managing a kingdom (from one castle to an entrie sprawling continent), with a scalable system for determining actions.</p><p>A more simple method for good tactical combat at high levels. Combat shouldn't have to take 2 hours.</p></blockquote><p></p>
[QUOTE="ashockney, post: 1729141, member: 1363"] Sounds like a cool topic to me Dragonblade. I prefer a more traditional vision of the role of character level in a world. I've found it to work quite well to assume a "ratio" approach (for example): 8:10 population are commoners 1:10 population are classed levels 1:10 population are classed npc's 1:4 of classed npc's are militia 1:2 of militia are Warrior 1 1:10 of militia are Warrior 5 1:20 of militia are Warrior 10 1:100 of militia are Warrior 15 1:1000 of militia are Warrior 20 1:10,000 of militia are Epic Fighters This gives a good feel of "believeability" while still allowing for plenty of "major players" in the world. If you assume a typical continent with 2mm to 200mm people, the numbers above get pretty big (ie, 1:250,000 pop = epic fighters, therefore picture that the US would have roughly 8,000 epic fighters). That's plenty to deal with an "epic" party, while still very-much presenting a world where "most are commoners" and "dealing with epic/high-level npc's is pretty rare...until you get there yourself. Changes I'd love to see: Better balance for the spells and save dc's in epic. A good epic spell system. Better balance for other feat/magic item/class combinations. More uniqueness in the classes and class or prestige class options. My characters seemed to gravitate toward "racial alterations" and "templates" as epic alternatives (that balance well). A terrific system for managing a network or organization. A simple, tactically challenging method for holding large-scale battles. A method for managing a kingdom (from one castle to an entrie sprawling continent), with a scalable system for determining actions. A more simple method for good tactical combat at high levels. Combat shouldn't have to take 2 hours. [/QUOTE]
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The ELH is a great book (if you know how to use it)!
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