Tiers

xechnao

First Post
How would you treat a couple of adventurers, one level 10 and the other level 9, heroes and mates for years, but suddenly right after they completed their last adventure together, the level 10 adventurer, and for no apparent reason to the other decides to leave for saving a kingdom, any kingdom.
 
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xechnao said:
How would you treat a couple of adventurers, one level 10 and the other level 9, heroes and mates for years, but suddenly right after they completed their last adventure together, the level 10 adventurer, and for no apparent reason to the other decides to leave for saving a kingdom, any kingdom.
According to the devs, the difference between level 10 and 11 won't really be *that* noticeable. So just because you're level 10 doesn't mean low level Paragon adventures will automatically be too tough, nor does it mean that level 11 PCs can't do high level Heroic adventures because those are too easy.
 

Despite all the discussion of the difference between tiers of play, it has been noted that 11th level PCs won't be radically more powerful than 10th all of a sudden. As we've seen glimpses of, it appears the primary difference is that 11th characters will be able to choose from Paragon choices (maneuvers, spells, racial traits and such). They're not getting all the choices at one single level, though. The 11th level PC will have perhaps one or two Paragon traits to choose from, most likely.

The scope of adventures described as different between Heroic, Paragon and Epic is intended to be a generalization. There's no need for any drastic changes in play the minute any PC gets to the next tier. However, the encounter and campaign design notes in the DMG will likely note how to introduce new styles of challenges to the PCs. The choices available from the Paragon lists will likely include various "game challenging" abilities, like flight, long term invisibility or planar travel. Thus, a DM should be aware that these will begin to appear in a campaign in the PCs hands as they do achieve a new tier. I assume that a number of the abilities in a tier will be well suited for the kinds of adventures described as appropriate for that tier. Thus, since Epic is described as when planar free wheeling takes hold, Epic might be when plane jumping traits allowing long duration travel start appearing the hands of PCs. Before that, the DM would have control over planar travel through portals, rituals and NPCs. In Epic, it would expected that PCs could slide between planes in an adventure and hopefully writers and DMs will be prepared for that.
 
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Magic Rings know that 11th level adventurers are just rightly powerful enough for them.
An 11th level character can wear rings while a 10th level one can't.
Same about ressurection.
 

xechnao said:
Magic Rings know that 11th level adventurers are just rightly powerful enough for them.
An 11th level character can wear rings while a 10th level one can't.
Same about ressurection.
That's right. And in 3e, an 11th level wizard can cast 6th level spells, while a 10th level wizard cannot. I'm not sure I've seen any 4e resurrection rules yet beyond the fact that the Heroic tier of play it is likely to not be an option without DM fiat.
 

Yeah, I don't think that the tier system should be taken so literally and I doubt that the organic growth of campaigns will suddenly end in 4e.
 

I expect the Midwood campaign to wrap up with everyone around level 9, with a few over the line at 10, and maybe one or two lagging behind at 8. In a parallel campaign, we'll have the PSE (Praemal Shaking Event) that will usher in 4E, and when Midwood II kicks off, I intend to really embrace the paragon level of play for everyone.

Not that it'll start off that way: Some of them will have tasks set before them, growing out of Midwood I, that will obviously be paragon and even epic (eventually) in scope, but they'll still be at the stage where crossing the continent (which they'll all want to do) will be a big undertaking. Over the course of the campaign, I expect them to grow from local heroes to regional and even world-saving ones.

It won't be a switch that's flipped, just a realization that "wow, X horrible thing is happening, and not only are we the only ones who know about it, we're just about the only people equipped to stop it." My hope is that the transition is so seamless that they don't realize how world-shaking they are until it's time to shake the planet, but once they realize it, it will seem perfectly plausible.

That's my hope, anyway.
 

Think of it like the nerdy guy that you grew up with. Once you hit high school, you're "too cool" to hang out with him because all the jocks will laugh at you. But as soon as that bell rings, it's straight over to his house to work on your LARPing costume.
 

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