Generally, the reason for adventuring in such a situation would be to defeat the gigantic evil that threatens your land. And your power can still increase with magic items, better information on your foes, and additional allies. "Retiring" might not be possible, either because the evil is coming to the whole land and no place is safe, or because it's coming specifically after you because of what you've done in your adventuring career.genshou said:It's not so much that all of my characters HAVE to earn XP and rise in level, it's the feeling that a person, knowing they couldn't get any stronger, would no longer have any reason to adventure. So, they would retire, and that would defeat the purpose of your idea by making into just another level cap.
So you're saying your PC's go adventuring to gain XP?genshou said:It's not so much that all of my characters HAVE to earn XP and rise in level, it's the feeling that a person, knowing they couldn't get any stronger, would no longer have any reason to adventure. So, they would retire, and that would defeat the purpose of your idea by making into just another level cap.
The problem is that the idea of creating a level cap on PCs is not internally consistent unless that same cap exists for all NPCs in the world. Once you become a 5th-level Fighter, if that's your level cap then why keep adventuring? You could just retire and let one of the other thousands of 5th-level Fighters out there mop up your messes for you.Brother MacLaren said:Generally, the reason for adventuring in such a situation would be to defeat the gigantic evil that threatens your land. And your power can still increase with magic items, better information on your foes, and additional allies. "Retiring" might not be possible, either because the evil is coming to the whole land and no place is safe, or because it's coming specifically after you because of what you've done in your adventuring career.
Partly playing Devil's Advocate here. I do like leveling, though I don't think it's essential that it be infinite.
Magic items and "serving the greater good" are so overrated. We all know what the real reward is for the risks the PCs face. Loot can be taken, disjoined, damaged or destroyed. XP can only be taken by death and level drain (and level drain can be restored within 1 day per caster level of a restoration). Experience points are the real driving force behind adventuring. Once they're gone, it's all about the money and magic items, and those don't provide as much allure to players or characters.Conaill said:So you're saying your PC's go adventuring to gain XP?![]()