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<blockquote data-quote="Raven Crowking" data-source="post: 2864709" data-attributes="member: 18280"><p>Summary please?</p><p></p><p></p><p></p><p>Actually, I introduce epic monsters at low levels...just not as "components not opponents". Likewise, the number of orcs doesn't change because the PCs change (unless the PCs kill them all..... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). As PCs grow in levels, adventuring has less to do with combat, and more to do with interpersonal skills. I.e., movers and shakers move and shake. They command others, and have minions at their disposal....often other PCs of the same players, who they use as an extended "character".</p><p></p><p>I have systems in place where PCs can pass free feats onto their children, and you can gain free feats by belonging to organizations. Instead of using the ELH, I extended the XP chart to 30 levels ala <em>Arcana Evolved</em> (but with 3.X progression), and instituted a house rule where at every 5 levels PCs qualify for "Legacies".</p><p></p><p>A "Legacy" might be a free magic item (something you own gains spontaneous magical power based upon how it was used in the past, or hidden magic is discovered), a free feat (which may include some watered-down epic feats), an ability point, a change in your personal tech level, a change in your racial technological knowledge, founding a bloodline (letting you pass a feat to your qualifying children), founding an organization (letting you share a social feat with your qualifying underlings), and so on.</p><p></p><p>Anyway, the point is that higher level characters have more to do than seek out orcs or otherworldly menace. They are the movers and shakers of the campaign world.</p><p></p><p></p><p></p><p>I allow a lot of options that, from an outside view, would tend to skew balance. I think that they just make the game more fun & interesting. So, while I do have an eye toward balance, I'm not slavishly devoted to it.</p><p></p><p>I've got the UA at home, but I haven't looked over that XP system. Anything that meets my goals would be welcome. Can you give me a quick idea of its strengths? Otherwise I'll have to wait until Sunday night...... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2864709, member: 18280"] Summary please? Actually, I introduce epic monsters at low levels...just not as "components not opponents". Likewise, the number of orcs doesn't change because the PCs change (unless the PCs kill them all..... ;) ). As PCs grow in levels, adventuring has less to do with combat, and more to do with interpersonal skills. I.e., movers and shakers move and shake. They command others, and have minions at their disposal....often other PCs of the same players, who they use as an extended "character". I have systems in place where PCs can pass free feats onto their children, and you can gain free feats by belonging to organizations. Instead of using the ELH, I extended the XP chart to 30 levels ala [I]Arcana Evolved[/I] (but with 3.X progression), and instituted a house rule where at every 5 levels PCs qualify for "Legacies". A "Legacy" might be a free magic item (something you own gains spontaneous magical power based upon how it was used in the past, or hidden magic is discovered), a free feat (which may include some watered-down epic feats), an ability point, a change in your personal tech level, a change in your racial technological knowledge, founding a bloodline (letting you pass a feat to your qualifying children), founding an organization (letting you share a social feat with your qualifying underlings), and so on. Anyway, the point is that higher level characters have more to do than seek out orcs or otherworldly menace. They are the movers and shakers of the campaign world. I allow a lot of options that, from an outside view, would tend to skew balance. I think that they just make the game more fun & interesting. So, while I do have an eye toward balance, I'm not slavishly devoted to it. I've got the UA at home, but I haven't looked over that XP system. Anything that meets my goals would be welcome. Can you give me a quick idea of its strengths? Otherwise I'll have to wait until Sunday night...... :D [/QUOTE]
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