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What elements does D&D need to keep?
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<blockquote data-quote="Lanefan" data-source="post: 8228086" data-attributes="member: 29398"><p>I agree, which means there's three parts to what I'm saying (one of which I probably left unsaid):</p><p></p><p>1. Make it open-ended i.e. no hard capstone</p><p>2. Slow down the advancement.</p><p>3. (as yet unsaid) Adjust the mechanics and-or opposition such that extremely-high-level characters can still find viable threats...or make it that the focus of play slowly morphs along the way from dealing with threats to dealing with powers and politics.</p><p></p><p>Or have the PCs have to deal with the deities non-viloently. In my worlds PCs aren't immortal but deities are, so no PC with a shred of brains is going to try and kill a deity outright. Thus dealing with them becomes a matter of bargaining, favour-exchanges, politics, alliances, betrayals, and so forth - talky rather than fighty, most of the time; and all the while in knowledge that you're still dealing with bigger fish than yourselves.</p><p></p><p>It can get that way, and various systems do tend to go off the rails. That said, it's more than possible to make things appear and play as open-ended by slowing PC advancement such that reaching 10th level becomes a Really Big Deal and getting to 12th level is almost unheard of, even though the game design allows for 20.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8228086, member: 29398"] I agree, which means there's three parts to what I'm saying (one of which I probably left unsaid): 1. Make it open-ended i.e. no hard capstone 2. Slow down the advancement. 3. (as yet unsaid) Adjust the mechanics and-or opposition such that extremely-high-level characters can still find viable threats...or make it that the focus of play slowly morphs along the way from dealing with threats to dealing with powers and politics. Or have the PCs have to deal with the deities non-viloently. In my worlds PCs aren't immortal but deities are, so no PC with a shred of brains is going to try and kill a deity outright. Thus dealing with them becomes a matter of bargaining, favour-exchanges, politics, alliances, betrayals, and so forth - talky rather than fighty, most of the time; and all the while in knowledge that you're still dealing with bigger fish than yourselves. It can get that way, and various systems do tend to go off the rails. That said, it's more than possible to make things appear and play as open-ended by slowing PC advancement such that reaching 10th level becomes a Really Big Deal and getting to 12th level is almost unheard of, even though the game design allows for 20. [/QUOTE]
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