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What's with high-powered campaigns?
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<blockquote data-quote="GlassJaw" data-source="post: 1813597" data-attributes="member: 22103"><p>Great thread. Lots of interesting comments.</p><p></p><p> </p><p></p><p>I think this sums up the high-powered mentality. High-powered campaigns are more concerned about stats and the numbers than low-powered campaigns. It's just the nature of d20 and 3.x. WotC caters to the player that wants to kill everything the fastest.</p><p></p><p>I used to get on the soapbox about how each style of play is valid and all that stuff, blah, blah, blah. No more. In my experience, high-power play is <em>different</em>. Very different. The motivations of the players (not the characters) are different. High-powered games are about stats. They <em>have</em> to be because in order to keep up with the inherent CR of the system, you have to have your abilities maxed out or have the shiny new widget just to be effective.</p><p></p><p>Low-magic/low-powered games are different. Toning down the power creep, magic, and items changes the game dramatically. You no longer need and accountant to maintain you character sheet. The <em>feel</em> of the game changes. My RPG holy grail right now is to get to a point as a DM (and as a group) where the stats and numbers are secondary (or at least complementary) to the storyline and campaign itself.</p><p></p><p>I've been in an ongoing high-powered campaign for the past 2 years now. The reliance on crunch is so prevalent, especially at the higher levels, is pretty shocking. The system feeds itself. The higher the level, the more crunch that's available and needed. It's essentially a power struggle between the players and the DM with respect to challenging the characters. And when we do encounter a challenge, some players aren't pleased when we don't just roll over it. What happens then? Hit the books. What new buff spell can I use or what item can I get for next time? Rinse and repeat. Yawn.</p><p></p><p> </p><p></p><p>'Nuff said.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1813597, member: 22103"] Great thread. Lots of interesting comments. I think this sums up the high-powered mentality. High-powered campaigns are more concerned about stats and the numbers than low-powered campaigns. It's just the nature of d20 and 3.x. WotC caters to the player that wants to kill everything the fastest. I used to get on the soapbox about how each style of play is valid and all that stuff, blah, blah, blah. No more. In my experience, high-power play is [I]different[/I]. Very different. The motivations of the players (not the characters) are different. High-powered games are about stats. They [I]have[/I] to be because in order to keep up with the inherent CR of the system, you have to have your abilities maxed out or have the shiny new widget just to be effective. Low-magic/low-powered games are different. Toning down the power creep, magic, and items changes the game dramatically. You no longer need and accountant to maintain you character sheet. The [I]feel[/I] of the game changes. My RPG holy grail right now is to get to a point as a DM (and as a group) where the stats and numbers are secondary (or at least complementary) to the storyline and campaign itself. I've been in an ongoing high-powered campaign for the past 2 years now. The reliance on crunch is so prevalent, especially at the higher levels, is pretty shocking. The system feeds itself. The higher the level, the more crunch that's available and needed. It's essentially a power struggle between the players and the DM with respect to challenging the characters. And when we do encounter a challenge, some players aren't pleased when we don't just roll over it. What happens then? Hit the books. What new buff spell can I use or what item can I get for next time? Rinse and repeat. Yawn. 'Nuff said. [/QUOTE]
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