Sunday, March 01, 2009

Miscellany: A Different Kind of Campaign Trail, Part 7

The default 4th Edition D&D game contemplates a smooth but relentless progression from Level 1 to Level 30. The player-characters start the campaign as heroic but mostly ordinary individuals, and at the highest levels have powers and abilities rivalling a demigod. For instance, at these later levels, many classes get the ability to resurrect instantly during combat.

I'm starting my campaign up again after a very long hiatus, and all the PCs are going from 4th level to 16th level. Level 16 isn't quite into demigod territory, but the PCs are definitely super-powerful - able to face down mighty monsters like Fire Giants and Earth Titans as equals. They aren't just saving villages or towns, but entire nations and continents.

There are definitely some pitfalls in accelerating PC advancement this quickly. The most obvious is that your players are a little out at sea when it comes time to roll for initiative. A Level 16 character has a plethora of attack and defense powers, as well as a full arsenal of magic items, so combat takes a little while to get used to at this level.

More subtle problems exist, too. The entire tenor and plot of a game has to change with a level increase this dramatic. Unless you want to pull an Oblivion and level all the enemies up so that the goblins are wearing astral plate mail, the PCs' foes have to be bigger, better, and more badass. And it's not just the monsters - the world suddenly seems smaller in comparison. The PCs can call upon magic rituals to teleport from continent to continent, or they can employ advanced flying mounts. Heck, even breaking down doors is easier.

Still, I'm looking forward to the challenge of creating content for PCs of this level.

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