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General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="Sunseeker" data-source="post: 6847956"><p>Sure, but you need some incentive to keep going. Gaining *stuff* is still typically why one adventures instead of staying home and tending the farm. </p><p></p><p>I don't think I could reasonably put a group of players though any game that didn't level at least once a month (8-hour weekly sessions typically) without some kind of substantial rewards other than levels. Magic items are nice, but 5e puts the kibosh on how many you can really carry around and use, what else is there, wealth? Land? Titles? Sure you can carry a game forward with that, but eventually your adventurers aren't adventurers anymore. They're titled nobility with an incentive NOT to go adventuring.</p><p></p><p>I think it's typically best to fall somewhere between Oblivion's raiding parties of 25th level necromancers and a "natural" world where nothing is a threat anymore. The Kobolds with levels don't see you as a threat when you are low levels. But once you've waded through the blood of their "lesser" brethren they take notice of you. Wolves will shy away from high-level characters, rarely engaging them, but those wolves will alert the dire wolves or other spirit guardians of the forest and those guys aren't afraid to engage you, but may have considered you beneath their notice before.</p><p></p><p>So it's not just that powerful creatures pop out of the woodwork the higher level you become, it's that they're already there and the party at lower levels makes an effort to avoid them and not gain their ire, while those creatures take little interest in your doings because there's nothing you can do that matters to them. Yet.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6847956"] Sure, but you need some incentive to keep going. Gaining *stuff* is still typically why one adventures instead of staying home and tending the farm. I don't think I could reasonably put a group of players though any game that didn't level at least once a month (8-hour weekly sessions typically) without some kind of substantial rewards other than levels. Magic items are nice, but 5e puts the kibosh on how many you can really carry around and use, what else is there, wealth? Land? Titles? Sure you can carry a game forward with that, but eventually your adventurers aren't adventurers anymore. They're titled nobility with an incentive NOT to go adventuring. I think it's typically best to fall somewhere between Oblivion's raiding parties of 25th level necromancers and a "natural" world where nothing is a threat anymore. The Kobolds with levels don't see you as a threat when you are low levels. But once you've waded through the blood of their "lesser" brethren they take notice of you. Wolves will shy away from high-level characters, rarely engaging them, but those wolves will alert the dire wolves or other spirit guardians of the forest and those guys aren't afraid to engage you, but may have considered you beneath their notice before. So it's not just that powerful creatures pop out of the woodwork the higher level you become, it's that they're already there and the party at lower levels makes an effort to avoid them and not gain their ire, while those creatures take little interest in your doings because there's nothing you can do that matters to them. Yet. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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