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What Should A New Core Setting Look Like?
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<blockquote data-quote="Yaarel" data-source="post: 9321851" data-attributes="member: 58172"><p>The core rules do well to organize by tier.</p><p></p><p></p><p><strong>Background (Level Zero)</strong> = <strong>Youth</strong></p><p><strong></strong></p><p><strong>Levels 1 thru 4</strong> = <strong>Common</strong> = "typical" reallife experience</p><p><strong>Levels 5 thru 8</strong> = <strong>Uncommon</strong> = advanced, specialized, reallife experience, professional athletes, hi tech engineers, accomplished politicos</p><p></p><p><strong>Levels 9 thru 12</strong> = <strong>Rare</strong> = "enhanced" reallife, where the peak of human capability blurs "action hero" impossible: the Batman/Beowulf tier</p><p></p><p><strong>Levels 13 thru 16</strong> = <strong>Very Rare</strong> = full-on superhero genre, fantasy tropes override reallife expectations, obsoleting medievalesque assumptions</p><p><strong>Levels 17 thru 20</strong> = <strong>Unique</strong> = the most powerful superheroes: the Superman/Thor tier</p><p></p><p><strong>Levels 21 thru 24</strong> = <strong>Epic</strong> = games about worlds</p><p></p><p></p><p>In the "default setting", levels 1 thru 4 are the masses, the Common peoples. Levels 5 thru 8 are the Uncommon experts who comprise most of the various kinds of leaders. In this mundane world of Common and Uncommon, magic is a normal part of life but is modest, and equivalent to modern conveniences like cleaning clothes and movie cinemas. Talented students go to Wizard schools or the analogous. Even so, it is possible to sustain medievalesque assumptions, like the effectiveness of swords and castle walls.</p><p></p><p>The Rare persons exist in the default setting, but the Common persons rarely encounter them. These Rares tend to form a personal domain, that is like a rabbit hole into an other world. These domains tend to network with each other, largely ignoring the concerns of the Common masses. But some Rares express compassion for the Commons, and some other Rares try to employ the Commons toward some personal ambition. In these Rare domains, castle walls are laughable as magic flies over them or breaks them. A sword is useless unless a Rare superhero wields it − or an army of Common soldiers wields it.</p><p></p><p>While the Rares and rarer exist behind the scenes in the default setting, the Commons and Uncommons define the scene. The default setting looks to the Commons and Uncommons for the typical flavors that define the genre, themes, tropes, and tone.</p><p></p><p></p><p>Level 1 starts at adulthood, about age 20. Player characters tend to move quickly to higher levels, while nonplayer characters can remain at a level for many years. For nonplayer character statblocks, the "tier" refers to the proficiency bonus (+2, +3, etcetera), rather than actual levels, and the kids are usually proficiency +0, while teens around age 13 thru 19 are proficiency +1.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9321851, member: 58172"] The core rules do well to organize by tier. [B]Background (Level Zero)[/B] = [B]Youth Levels 1 thru 4[/B] = [B]Common[/B] = "typical" reallife experience [B]Levels 5 thru 8[/B] = [B]Uncommon[/B] = advanced, specialized, reallife experience, professional athletes, hi tech engineers, accomplished politicos [B]Levels 9 thru 12[/B] = [B]Rare[/B] = "enhanced" reallife, where the peak of human capability blurs "action hero" impossible: the Batman/Beowulf tier [B]Levels 13 thru 16[/B] = [B]Very Rare[/B] = full-on superhero genre, fantasy tropes override reallife expectations, obsoleting medievalesque assumptions [B]Levels 17 thru 20[/B] = [B]Unique[/B] = the most powerful superheroes: the Superman/Thor tier [B]Levels 21 thru 24[/B] = [B]Epic[/B] = games about worlds In the "default setting", levels 1 thru 4 are the masses, the Common peoples. Levels 5 thru 8 are the Uncommon experts who comprise most of the various kinds of leaders. In this mundane world of Common and Uncommon, magic is a normal part of life but is modest, and equivalent to modern conveniences like cleaning clothes and movie cinemas. Talented students go to Wizard schools or the analogous. Even so, it is possible to sustain medievalesque assumptions, like the effectiveness of swords and castle walls. The Rare persons exist in the default setting, but the Common persons rarely encounter them. These Rares tend to form a personal domain, that is like a rabbit hole into an other world. These domains tend to network with each other, largely ignoring the concerns of the Common masses. But some Rares express compassion for the Commons, and some other Rares try to employ the Commons toward some personal ambition. In these Rare domains, castle walls are laughable as magic flies over them or breaks them. A sword is useless unless a Rare superhero wields it − or an army of Common soldiers wields it. While the Rares and rarer exist behind the scenes in the default setting, the Commons and Uncommons define the scene. The default setting looks to the Commons and Uncommons for the typical flavors that define the genre, themes, tropes, and tone. Level 1 starts at adulthood, about age 20. Player characters tend to move quickly to higher levels, while nonplayer characters can remain at a level for many years. For nonplayer character statblocks, the "tier" refers to the proficiency bonus (+2, +3, etcetera), rather than actual levels, and the kids are usually proficiency +0, while teens around age 13 thru 19 are proficiency +1. [/QUOTE]
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