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Switch to Forum Live View Are skill challenges "too easy"?
3 years ago  ::  Apr 13, 2010 - 2:44PM #211
Alphastream1
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Yes. The guidelines are made to closely approximate the intended leveling progression - how many encounters you should play before leveling - which is then converted to adventures.

The core rules themselves are often abandoned in home campaigns. We might use what would be intended, then add two skill challenges on top. If we are actually counting XP, the PCs level faster, perhaps skipping a level. In our home campaigns there tends to be no close tracking, so it is all free XP for the DM to use and the PCs just level up every x sessions of play. We can't do that in LFR, but that is for a good reason.

The LFR guidelines aren't wrong, from that perspective. I do think they are slightly under the XP we should aim for to sufficiently mirror expected core challenge level, though they are likely fine advancement-wise. It isn't an easy thing to reconcile, since I'm pretty positive the 1-4 adventures don't need to be harder and still award the same XP.
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3 years ago  ::  Apr 13, 2010 - 3:39PM #212
bgibbons
Date Joined: Aug 22, 2007
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Apr 13, 2010 -- 2:44PM, Alphastream1 wrote:

Yes. The guidelines are made to closely approximate the intended leveling progression - how many encounters you should play before leveling - which is then converted to adventures.


And, of course, the levelling progression is designed for a campaign intended to span eighteen months of a module per week, with equal time spent at each level.  To the extent that this is not the goal of the LFR campaign, it would be nice if they modified things accordingly.

In particular (and off the topic), as we're probably at the point where plans are starting to be made for epic modules, I would strongly advocate an across-the-board halving of the amount of XP given out there, so that PCs do not rocket across the final level band.

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3 years ago  ::  Apr 13, 2010 - 4:56PM #213
Alphastream1
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Apr 13, 2010 -- 3:39PM, bgibbons wrote:

And, of course, the levelling progression is designed for a campaign intended to span eighteen months of a module per week, with equal time spent at each level.  To the extent that this is not the goal of the LFR campaign, it would be nice if they modified things accordingly.

In particular (and off the topic), as we're probably at the point where plans are starting to be made for epic modules, I would strongly advocate an across-the-board halving of the amount of XP given out there, so that PCs do not rocket across the final level band.



Would you advocate using less XP as well, or just giving out less but still constructing with twice what is given out?

Just curious. I can't think of too many people that understand the subject like you do.

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3 years ago  ::  Apr 14, 2010 - 8:04AM #214
Gart
Date Joined: May 27, 2009
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Apr 13, 2010 -- 2:44PM, Alphastream1 wrote:

Yes. The guidelines are made to closely approximate the intended leveling progression - how many encounters you should play before leveling - which is then converted to adventures.




What I think is being forgotten is that we are not just playing any campaign. We are playing LFR. Living Forgotten Realms is a high fantasy / high adventure campaign. The most recognizable shift away from a core rules campaign is that PC's can regularly obtain and use magic items 4 levels above the level of the character. This is a drastic difference in power level of the PCs versus a campaign where PCs use items of their level or lower.

For this reason the encounter levels the PCs face are suppose to be harder than normal. Again, Forgotten Realms is a high fantasy / high adventure campaign world. Saying that a level 4 players, playing a H2 mod low, might have to face a level 7 skill challenge isn't that out of line if the skill challenge is a pivotal part of the module. If it is a pivotal part of the module then XP should be spent on that part of the module anyway. If no skill challenges are ever used as the pivotal part of a modules then that is bad campaign construction.

As for leveling progression and epic play, I think people get so wrapped up in XP that the style of encounter is pushed to the side. Heroic Tier should have a scope of a village / city, Paragon Tier a country / region, and Epic a world / planer scope of setting. There is another concept that runs parallel.

The Stratagem of the antigonists is suppose to increase as the level increases. In Heroic tier, the adventures are designed to be more straight forward less tactics by the antagonists. Begining players spend the first 10 levels learning how powers and rules and tactics can be used against the NPCs.

Paragon is suppose to be more tactical, where the antagonists are more thoughtful of their approach in each encounter. Think more period military tactics like the PCs starting in the middle of a map instead of the edge because the NPC's have 3 flanks covered. Paragon is more about the players seeing tactics used against them.

Epic though, is no longer about just tactics, it is about strategy. When looking at an epic experience you are looking at every encounter influencing outcomes of the strategy of the antagonists. Encounters could have scouts, scouting the combat encounters to report back the tactics the PC's use and use those tactics against them in the final combat. NPCs might be spies to find out which PC's have the diplomacy skills and try to assassinate / curse / debuff / abduct them in combat so that the diplomat of the party won't be nearly as able to then go into a negotiation and be at their best. There could even be story awards in higher level epic play that when you play the continuation module the story award tells the DM how the NPCs would attack that PC because of what the learned about the PC in the first module.

When asking how to make Epic more well...epic. Do it by the story and the level of organization of the NPCs not just by XP. In epic play, my suggestion would be to morph the viewpoint of antagonists thinking, "We succeed as bad guys by killing the PCs" and shift the concept to, "We succeed as bad guys by causing the PCs to fail."

To me an epic villian might be the villian that thinks.... "Let the PCs that fail live, I know I can beat them again. I fear the PC's that I don't know and who could defeat me. Wa ha ha."

As an aside - The use of a skill challenge with a map might be interesting. A skill challenge that is contested by the NPCs. Where the PCs have to move around the board working together to counter the NPCs and to succeed in the end.

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3 years ago  ::  Apr 14, 2010 - 8:26AM #215
Gart
Date Joined: May 27, 2009
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Apr 13, 2010 -- 3:39PM, bgibbons wrote:

In particular (and off the topic), as we're probably at the point where plans are starting to be made for epic modules, I would strongly advocate an across-the-board halving of the amount of XP given out there, so that PCs do not rocket across the final level band.




If you halve the XP wouldn't have be approximately 60 weeks (1 module per week) of play before you could start and fullfill the epic destiny of your character?

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3 years ago  ::  Apr 14, 2010 - 8:37AM #216
Keithric
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Going from 21 to 30 is 9 levels. At 2.5 sessions per level, let's call that 22 sessions of play. So, halving it would bump that to 44. 

I think I'm mostly okay with 22 sessions of play to finish up the character, but some folks would go through that in 5 weeks, so eh. 
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3 years ago  ::  Apr 14, 2010 - 8:47AM #217
bgibbons
Date Joined: Aug 22, 2007
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Apr 13, 2010 -- 4:56PM, Alphastream1 wrote:

Would you advocate using less XP as well, or just giving out less but still constructing with twice what is given out?


I'm as in the dark as to the best way to construct epic combats as most, having little practical experience at that tier.  Not that such stops me from having opinions, of course.

Going by what looks good on paper, I'd like to see combats constructed with twice the XP that is given out.  This is more from a campaign benefit point of view, in that I think players would prefer to have more time to savor playing their epic-level PCs before hitting level 30, and in that otherwise the rate at which characters advance would substantially outpace the campaign's ability to release quality epic adventures while still providing for the previous tiers.

In part, this is also because I believe the best fit for epic adventures will be double-length modules.  Story-wise, I think they'll need that length to get any type of proper epic feel.  Combat-wise, the sheer number of daily powers and abilities available to epic PCs means that the number of combats that can comfortably fit in a four-hour slot (generally two hard or three moderate) will be insufficient to challenge them--I think we underestimate the effect of players roughly knowing how long the adventuring day will be and when they can safely unload all of their daily resources, and the impact of this is only going to get worse as PCs gain more daily resources.

Assuming this does turn out to be the case, combining standard XP awards with double-length modules would mean that PCs will be leveling two out of every three times they play, which seems like a pretty rushed end to a character's career.

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3 years ago  ::  Apr 14, 2010 - 9:04AM #218
Gart
Date Joined: May 27, 2009
Posts: 121

Apr 14, 2010 -- 8:47AM, bgibbons wrote:

In part, this is also because I believe the best fit for epic adventures will be double-length modules.  Story-wise, I think they'll need that length to get any type of proper epic feel. 

Assuming this does turn out to be the case, combining standard XP awards with double-length modules would mean that PCs will be leveling two out of every three times they play, which seems like a pretty rushed end to a character's career.




You could possibly do the same system that is used for Scepter Tower of Spellguard. Core4-X and Core 4-(X+1) You must play the first module to play the second and you have to play that second module after the first module. Just release them on the same day. Put them togethr for one 8 hour slot or for those places that can't run 8 hour slots, do them as 2, 4 hour slot.

You could even use the story award sysem to check off which loot options that character will earn in the second mod and backload the treasure and quest XP for the second mod so there isn't a benfit to not playing the second mod regardless.

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3 years ago  ::  Apr 14, 2010 - 11:50AM #219
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Apr 14, 2010 -- 8:04AM, Gart wrote:

What I think is being forgotten is that we are not just playing any campaign. We are playing LFR. Living Forgotten Realms is a high fantasy / high adventure campaign. The most recognizable shift away from a core rules campaign is that PC's can regularly obtain and use magic items 4 levels above the level of the character. This is a drastic difference in power level of the PCs versus a campaign where PCs use items of their level or lower.



That is not a drastic shift away from the core rules campaign. The treasure parcels for a level 1 group include a level 5 magic item and a level 4 magic item, for example. While there's a minor shift insofar as every LFR PC has the chance to get such an item, rather than it being one PC per level per group, it's not as big a deal as you imply.

I agree with the rest of your post.
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3 years ago  ::  Aug 17, 2010 - 6:04AM #220
andracoz
Date Joined: Oct 24, 2009
Posts: 38
Well i have to say i'm glad that something has been  done about skill challenges because they were far too easy.

Much better now
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