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8 months ago ::
Oct 02, 2012 - 7:57PM
#1
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Date Joined:
Jul 13, 2012
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I'm curious as DM's how quickly do you let your players rise to power?
Just after two sessions of a new campaign we started, our Tiefling Warlord has become commander of the encampment they are in, in a new unmapped land. This was mostly via a lot of manipulating and craftiness, and now they are dealing with a lieutenant who was originally next in line for the commander slot.
There are things in place that will end up turning everything on it's head and they'll have to adapt yet again, but I'm just curious how quickly have some of your players become powerful in game via rank, politics, magical item, etc.
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8 months ago ::
Oct 02, 2012 - 8:13PM
#2
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Date Joined:
Jun 25, 2009
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It seriously depends on the campaign premise.
In some games, I had them earn power over time. In some games, they never earned power over the in-game world because their stories didn't call for it.
In my current campaign, we just reached the end of the fourth session. They have discovered that they are now going to get to be leaders for a town that they get to build from the ground up. They just reached level 4. But also, at the same time, I have rushed certain things along due to our inability to game on a regular basis and they have managed to speed up the original story pacing as they made decisions that altered the course of the game.
If you mean levels and magic items, I usually go as follows:
Level 1-3, one to two sessions between levels. Will usually reach level 4 by end of sessions 4-6.
Level 4-8, 2-4 sessions between levels.
Level 9+, I slow down the level ups dramatically with anywhere between 3-8 sessions before you gain a level, with tendencies to lean towards the larger number. The highest I ever got the PCs to was level 12. And that took a year and a half of regular playing.
As for magic items:
Level 1-2, standard equipment, access to potions and minor scrolls, maybe a slightly more powerful item if they have a chance of fighting a more powerful foe
Level 3-4, Masterwork equipment with maybe a few select +1 equipment pieces, improved potions and scrolls, broader selection in shops, definitely some more powerful variants to come along.
Level 5-8, +1 and +2 magic equipment (only now does the equipment have the ability to effect ability scores directly however), all prior selection available and now include wands.
Level 9+, +2 equipment with a few opportunities to gain +3, all prior selections now upgraded once more to be more powerful
Anything higher and I eventually reach +3 and start including magic staves and other powerful stuff.
One day, I'd like to run a high level or epic level campaign where I can just start throwing in whatever I feel like and not worry so much about balance.
Edit: I also have a house rule in place that players take max HP gain for their first 3 levels. After that, they roll the dice on level up. I do this primarily to help insure survival of the PCs...not that it's always worked, mind you.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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8 months ago ::
Oct 02, 2012 - 8:27PM
#3
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Date Joined:
Jul 13, 2012
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Well I was mostly talking power in the roleplay perspective. Political Power, military power, mercantile power, etc.
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8 months ago ::
Oct 02, 2012 - 8:33PM
#4
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Date Joined:
Aug 22, 2012
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I'm going to focus mostly on the issues other than magic items, since those have pretty clear level / xp / power issues that are framed within the rules of each edition.
To put it succinctly, PCs have as much material power as it takes to keep the game fresh and fun. That being said, the material power should be a roleplaying avenue and tool to turn the crank of the narrative, and not an end in of itself. I never like it when a PC can "buy their way" out of a problem, which is why having large amounts of retainers or unusually large hoards are things I shy away from. Now, if the PC is the baron of a dilapidated castle that is deeply in debt to a cruel count and in danger of being overrun by goblin tribes, that's a font we can all use to draw stories from. I have long been an advocate of PC exceptionalism. That is to say that by dint of having a level in a class, the PCs are clear cut above the various other NPC schlubs of the setting (after all, if the local lord's guards were all level 5 fighters, why the heck does he need people to help him deal with orcs?). This is one of the reasons why I embraced the 4e system which made for most robust starting characters. Given that PCs are important "in the setting", I'm amenable to giving them resources that will spur stories (seizing a pirate galleon, gaining control of a city's thieves guild, becoming a member of a knightly order, etc). In sticking with the 4e tiers, heroic PCs are generally local heroes. They're known throughout their homelands and have a lot of status there, but are likely less influential elsewhere. Paragon tier PCs are regional heroes, often the champions of their chosen nation and fairly famous beyond the borders. Epic PCs tend to be those legendary "world heroes", the kind of people who show up every once in a 1,000 to seal away some ancient and unspeakable horror. I scale their resources accordingly.
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8 months ago ::
Oct 02, 2012 - 8:38PM
#5
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Date Joined:
Mar 22, 2011
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Well, in my group we've had two characters become demi-gods and one become governor of an island colony. But none of those have continued to be PC's after gaining those positions.
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8 months ago ::
Oct 02, 2012 - 11:19PM
#6
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Very fast, if that's the direction they want to see the game go. If that's where the fun is for the group, I'm all for getting to that place. The group will find the right balance of power for the price they're willing to pay for it.
Sometimes it's fun to just start the game with characters that have already attained such power, even at 1st-level.
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8 months ago ::
Oct 03, 2012 - 12:28AM
#7
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Date Joined:
Jun 25, 2009
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Well I was mostly talking power in the roleplay perspective. Political Power, military power, mercantile power, etc.
In a pure roleplay perspective, there probably isn't such a thing as "too quick" or "too slow". Just whenever you feel the time is appropriate or it makes sense to the game.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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8 months ago ::
Oct 03, 2012 - 5:59AM
#8
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Date Joined:
Aug 23, 2012
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I am of the opinion that a player's power in the game world should rise/fall based on their own actions. As the players adventure and travel they'll build reputation over time that could allow them to hold sway over parts of a kingdom or more, but a character could easily work their way into the political systems and merchant systems without adventuring and earn a reputation that way. Basically it's not something the DM usually decides unless you want to be arbitrary about what happens.
To elaborate, D&D is a game where the players sit down and arrange an agreement. This agreement can be silent, or spoken. The agreement works as follows: The player that is the DM will create a world that has people, places, and action (with varying degrees of player input). The players that are controlling characters will interact with the actions of the world and it's people to forge the story.
As long as you aren't forcing the characters to do what you want them to do, and things arrive from natural progressions, then all is well with however and whenever they get power.
I can provide examples if you'd like me to elaborate on what I mean.
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8 months ago ::
Oct 03, 2012 - 8:54AM
#9
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Date Joined:
Jul 21, 2004
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We started at Level 10, but one of my players was already an eladrin Baron of the Winter Court. When that player's wife replaced her shaman with the Baron's wife, she was obviously starting out as a member of the noble class.
In-game power doesn't necessarily mean anything, and it's very easily lost. In fact, it should be expected to be lost. Conan gained and lost power repeatedly over his career.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Oct 03, 2012 - 3:13PM
#10
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Date Joined:
Mar 22, 2011
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Starting off with a lot of power and influence at level 1 might be problematic, just in the sense of explaining why people in that position have such a poor skill set. Depending on the nature of the position.
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