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<blockquote data-quote="Lanefan" data-source="post: 5091906" data-attributes="member: 29398"><p>Knock-on effects.</p><p></p><p>Adjusting (and by adjusting, I mean hugely slowing down) level advancement in 1e doesn't really have all that many knock-on effects - at least, not that I've seen in 25+ years of doing it. Maybe it's just because I'm used to it... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And the simplest way is to just knock out ExP for g.p., perhaps replacing a bit of it with a dungeon bonus or story bonus, whatever.</p><p></p><p>Adjusting level advancement in 3e has at least one very serious knock-on effect: unless the DM is really stingy with the treasure (and where's the fun in that?) the wealth-by-level guidelines go right out the window. I know because I've seen it: I was in that 3e game I mentioned for its first 6 years, and the wealth we'd accumulated by 10th-ish level threw the CR-EL calculations all to hell. Made the DM work harder, that's for sure! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A less serious knock-on effect in 3e but perhaps more significant in 4e is that the published adventures seem to be designed such that you are assumed to be level x at the start and level x+2 or x+3 at the end. If, however, you're the same level all the way through, either the beginning will be too easy or the end will be too dangerous. For example, H1 Keep on the Shadowfell is an adventure that really ramps up the danger as you go along; if you plan to run it in a slow-advancing game with a party of 1st-level types they'll get slaughtered at the end, but if you send a party of 3rd or 4th levels in there the first 2/3 of it won't present any real challenge at all but the last few encounters will really rock. Much of this stems from the fine-tuning of the math and scaling done in 4e and to a lesser extent in 3e.</p><p></p><p>A good DM will catch this and tweak to suit; a lesser one might not, until it's too late.</p><p></p><p>As for campaign length, yes it really helps to be in the same city with some of the same friends and fellow gamers that I knew 20 or 30 years ago. That said, there's always room for new blood... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"mmm...new blood...still in the containers, too!"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5091906, member: 29398"] Knock-on effects. Adjusting (and by adjusting, I mean hugely slowing down) level advancement in 1e doesn't really have all that many knock-on effects - at least, not that I've seen in 25+ years of doing it. Maybe it's just because I'm used to it... :) And the simplest way is to just knock out ExP for g.p., perhaps replacing a bit of it with a dungeon bonus or story bonus, whatever. Adjusting level advancement in 3e has at least one very serious knock-on effect: unless the DM is really stingy with the treasure (and where's the fun in that?) the wealth-by-level guidelines go right out the window. I know because I've seen it: I was in that 3e game I mentioned for its first 6 years, and the wealth we'd accumulated by 10th-ish level threw the CR-EL calculations all to hell. Made the DM work harder, that's for sure! :) A less serious knock-on effect in 3e but perhaps more significant in 4e is that the published adventures seem to be designed such that you are assumed to be level x at the start and level x+2 or x+3 at the end. If, however, you're the same level all the way through, either the beginning will be too easy or the end will be too dangerous. For example, H1 Keep on the Shadowfell is an adventure that really ramps up the danger as you go along; if you plan to run it in a slow-advancing game with a party of 1st-level types they'll get slaughtered at the end, but if you send a party of 3rd or 4th levels in there the first 2/3 of it won't present any real challenge at all but the last few encounters will really rock. Much of this stems from the fine-tuning of the math and scaling done in 4e and to a lesser extent in 3e. A good DM will catch this and tweak to suit; a lesser one might not, until it's too late. As for campaign length, yes it really helps to be in the same city with some of the same friends and fellow gamers that I knew 20 or 30 years ago. That said, there's always room for new blood... :) Lan-"mmm...new blood...still in the containers, too!"-efan [/QUOTE]
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