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What should legendary characters be able to do?
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<blockquote data-quote="GuardianLurker" data-source="post: 2609461" data-attributes="member: 786"><p>I'm sensing two camps here - one that's about increasing power, and another that's more about legendary stories. I personally believe it's more about the latter than the former.</p><p></p><p>A perfect example from fiction is Skeeve. In D&D terms Skeeve is relatively low-level (5-7) when he stops an invading army that has a continuous front days-long from crushing his country. Legendary deed, but not by a character with a great deal of power.</p><p></p><p>Actually, I'm not sure there's really a need for "legendary" rules - that's what I've always assumed the PCs to be. In past campaigns, characters have been responsible for ridding the world of all undead (at least temporarily), completely changing the way magic worked, and ascending to near-divinity. In my present campaign, the characters squashed an effort to summon an unbound demon-lord to the Prime, stopped an evil archmage from seizing the source of all magic, and are currently beginning their adventures among the stars.</p><p></p><p>Legendary has to do with scope, and the stories/adventures the PCs are on. What are those stories like? How do they differ from the dungeon-crawl? Is there a difference between pre-20 and post-20? It all has to do with scope. Not power - scope.</p><p></p><p>In the campaign I'm starting now, the players' opponents will almost all be much less powerful individually than the PCs themselves. But the scope will be much larger - not just a single continent/world, but a large portion of the galaxy will be affected by the players actions. And yet, I'll be using many of the same plot elements I'd have used at a lower level to tell a similar story.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 2609461, member: 786"] I'm sensing two camps here - one that's about increasing power, and another that's more about legendary stories. I personally believe it's more about the latter than the former. A perfect example from fiction is Skeeve. In D&D terms Skeeve is relatively low-level (5-7) when he stops an invading army that has a continuous front days-long from crushing his country. Legendary deed, but not by a character with a great deal of power. Actually, I'm not sure there's really a need for "legendary" rules - that's what I've always assumed the PCs to be. In past campaigns, characters have been responsible for ridding the world of all undead (at least temporarily), completely changing the way magic worked, and ascending to near-divinity. In my present campaign, the characters squashed an effort to summon an unbound demon-lord to the Prime, stopped an evil archmage from seizing the source of all magic, and are currently beginning their adventures among the stars. Legendary has to do with scope, and the stories/adventures the PCs are on. What are those stories like? How do they differ from the dungeon-crawl? Is there a difference between pre-20 and post-20? It all has to do with scope. Not power - scope. In the campaign I'm starting now, the players' opponents will almost all be much less powerful individually than the PCs themselves. But the scope will be much larger - not just a single continent/world, but a large portion of the galaxy will be affected by the players actions. And yet, I'll be using many of the same plot elements I'd have used at a lower level to tell a similar story. [/QUOTE]
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