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<blockquote data-quote="Luce" data-source="post: 4539730" data-attributes="member: 29760"><p>I miss the wonder of magic It used to be much less common. A new wand is exciting at any level. Magic weapons with special perks-unbreakable, poison testing. Things that create atmosphere or inspire creative thinking. </p><p>The sense of heroism without taking away the feeling of danger, Let me elaborate: PC can face(and potentially win against) very strong opponents, if they dare. At the same time, they better not underestimate any opponent. to give an example: <span style="font-size: 10px"><em><strong> Ex Keraptis Cum Amore</strong></em></span>(dungeon 77) PCs as low as 8 level will face a 25l Suel lich and his pets, but also gargoyles and gas spores. And while it is obvious which is the most dangerous encounter, the other two are also chalanging and dangerous.</p><p></p><p>About the rate of advansment: I too liked the slower climb. It took my players to raise to 13th level little more then 3 years. The DMG (2ed) states that the rate varies between 1 to 10 adventures (not sessions) per level raise. To my experience, it takes about 4-5 adventure (from dungeon) to advance while you are in the 3-11 level range. As a side note: I remember running Return to the Tomb of Horrors box with a group of 6 for 11L PCs and nobody, not even the Thief advanced a level<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. That supprised me, but the players did not complain TOO much.</p></blockquote><p></p>
[QUOTE="Luce, post: 4539730, member: 29760"] I miss the wonder of magic It used to be much less common. A new wand is exciting at any level. Magic weapons with special perks-unbreakable, poison testing. Things that create atmosphere or inspire creative thinking. The sense of heroism without taking away the feeling of danger, Let me elaborate: PC can face(and potentially win against) very strong opponents, if they dare. At the same time, they better not underestimate any opponent. to give an example: [SIZE=2][I][B] Ex Keraptis Cum Amore[/B][/I][/SIZE](dungeon 77) PCs as low as 8 level will face a 25l Suel lich and his pets, but also gargoyles and gas spores. And while it is obvious which is the most dangerous encounter, the other two are also chalanging and dangerous. About the rate of advansment: I too liked the slower climb. It took my players to raise to 13th level little more then 3 years. The DMG (2ed) states that the rate varies between 1 to 10 adventures (not sessions) per level raise. To my experience, it takes about 4-5 adventure (from dungeon) to advance while you are in the 3-11 level range. As a side note: I remember running Return to the Tomb of Horrors box with a group of 6 for 11L PCs and nobody, not even the Thief advanced a level:D. That supprised me, but the players did not complain TOO much. [/QUOTE]
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