GreyGriffin:
In reply to DarkLightHitomi (msg # 19):
The argument that kobolds can be higher level, and that level 1 characters can still affect world events are intrinsically contradictory.
Read The Hobbit and The Lord of the Rings. Bilbo and Frodo were never high level characters, but Sauron, balrogs, and dragons most certainly are high level.
Also, look up Tucker's Kobalds.
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If there are world-affecting events, those events are important enough to be dealt with by the higher-level infrastructure that must exist, as you state, to deal with higher-level threats. If there are level 20 town guards, what do you even need with a level 1 adventurer? How is the level 1 kobold tribe that a level 1 adventurer is equipped to cope with going to affect a town or society that can effectively bear the impact of high- or epic-level threats? They will, at best, be a nuisance that you pay a bunch of rookies a few hundred gold to deal with because you can't be arsed.
Again, look tucker's kobalds, far more than a mere nuisance. Also, the existence of high level characters does not mean they can be everywhere they are needed, nor does it mean that they care about others who might need their help.
Basically, simply having high level characters does
not mean that there will always be high level folks in place to deal with all the high level problems. Truthfully, high level folks will usually be kings or leaders of some sort and thus have lots of things to deal with just on the leadership front. This means that those high level folks are almost always busy (or just don't care) and so the little folks have to solve the big problems, especially when the little folks have nothing the high level character see as worth their time.
Sometimes you won't have time, or an enticement, to get a high level person to come handle your problem.
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And if the level 1 kobolds are nothing but a nuisance, then the acts of the PCs are, in effect, only dealing with a minor nuisance. Their actions have no narrative impact on the setting other than saving Level 20 Guard some time and the hassle of adding mileage to his level 20 paycheck.
Then you lack vision. There are tons of stories where the characters deal with things that won't even make a footnote in history books, but are still worthy tales, and thus similar scale games can be satisfying. You don't need to save the entire universe in order to have an awesome and fun game.
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Epic 6, by constraining the powers of its most heroic characters to sub-deific levels, makes overcoming that level 1 tribe of kobolds a heroic feat, in the overall context of world events. By removing the truly mathematical titans from narrative circulation, you elevate everyone's deeds' relative heroism.
And I gave some alternatives that I believe to be better at achieving this than E6. Besides, I never said E6 was bad, nor a bad idea, I simply pointed out a few things I think are weaknesses with how E6 achieves this goal.
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You argue that most character concepts don't "come online" until about level 12.
Incorrect. I never stated nor implied this, and I never will. In fact the only time a plan character levels ahead of time is when I make a 1st level character but my concept can only be represented via multiclassing, in which case I rp that the character has the second class but just narratively avoid using anything from the second class until I actually gain it. (Such as a spellcasting soldier.)
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And, unfortunately, in core D&D, that's not just true for mechanics. You aren't really doing anything until you're out of the womb of lower levels. Your actions have local impact at best, and the challenges you face in the future of your career can literally steamroll the towns, villages, kingdoms, princes, and princesses that you once struggled to save. Your previous conflicts lose their meaning as you struggle to chase the system's ever-escalating mathematics to face the next challenges.
There is a saying, it isn't the destination, it is the journey. Do we read Harry Potter for the final chapter? Of course not. We read it for everything that happens between then start and finish. Harry's defeat of Voldemort does not in any way lessen the enjoyment or importance of his struggles in his first year.
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Meanwhile, as a GM, you are forced to ask yourself why those more epic challenges didn't rear their ugly heads earlier.
For a good gm, this is easy, though tied in very much with worldbuilding, which isn't always done very well in supplements and modules.
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If there's a level 8 or a level 12 or a level 20 tribe of kobolds, why didn't they steamroll the PCs early on?
Cause they were busy elsewhere and/or the PCs didn't have anything the upper level kobalds wanted. What? Do you think the high level kobalds are going to do nothing but try to kill every Tom, Dick, and Harry that picks up a sword?
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Where were they while the PCs were building up their strength?
Worrying about the threats they actually knew about at the time. Making sure the other high level characters of the world stayed busy elsewhere and leaving them alone to do what they are going to do.
Besides, I wasn't trying to say that every kobald in a tribe would be high level, but I would rather expect a tribe to have fewer and fewer as the levels go up, so very much like PC races, the tribe would mostly be low level kobalds with only a handful of higher level kobald heroes who fight against the high level PCs. Of course, given kobald society, those heroes likely would each lead squads of slightly lower level kobalds and set traps and ambushes and try to overwhelm the PCs.
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General Tianji's race horse problem applies here. Unless you sequester out a "newbie zone" and don't carefully avoid high-level "infrastructure" bumping into the PCs until high level, the PCs are going to get themselves nuked. And PCs, who naturally desire their characters to have a narrative impact, will find themselves frustrated by a world that gradually reveals itself as more than capable of dealing with challenges they have been struggling to overcome.
This is a completely hilarious concept. Having high level content in a world doesn't mean it will be omnipresent. The castles will likely have mid to high level defenses, but frankly, if you can't handle those defenses, then you shouldn't be trying a frontal assault, regardless of how powerful or weak those defenses are. Players shouldn't expect to get by with being idiots unless that is an explicit point of the campaign, in which, if that is a desired point of the campaign, then worldbuilding has taken a back seat and having things make sense is obviously not important enough to worry about such questions as "why haven't they steamrolled the PCs earlier?"
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And that's not even addressing the issue that monster scaling raises with signalling and story symbolism. In D&D, kobolds mean something. Dragons mean something. Beholders mean something. A kobold is a low level monster that travels in packs and tries to get the upper hand through traps and cunning. A low- to mid-level party encountering a single level 10 kobold is facing something more akin to a giant in terms of difficulty, which jars the theme and mood created by using a monster like a kobold. Scaling it up makes it lose its identity, which confuses the players and can draw them out of their precious state of immersion.
I'd call this a matter of opinion. Frankly, I'd find it hard to believe that you can have tribes of kobalds with none of them being able to challenge the better warriors of civilization. Sounds far too much like racist idiocy to me for it to allow immersion.
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The same can happen if a high-level PC or group of PCs just maths an insufficiently geriatric dragon to death. The dragon becomes an anticlimax, a disappointing obstacle rather than an iconic encounter. It loses its meaning and impact, and its potential is squandered.
If this happens, the GM isn't playing the dragon very well. This is one of those cases I'd say is a good example of how GMing requires significant skill, ability, and insight. Putting a dragon in a situation where simple numbers can bring it down is a noob move. If a GM tried this on me, I'd pull them aside and try to give some advice and pointers on actually running the encounter.
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Epic 6, and games that draw the same lines as Epic 6 lays out, address those issues directly.
I agree, but I think it is a failure to recognize the true source of the issues.
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Acknowledging that player empowerment isn't necessarily a direct path to more fun, more enjoyable gameplay is a mature decision.
Mature? Perhaps not in my opinion, but certainly an enlightened decision that I wholehearted agree with. Achieving this is where the debate lies.
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It's not for every D&D game or every D&D group, but it's a smart, elegant, simple solution for making your traditional fantasy D&D setting work better.
Simple certainly applies. I wouldn't call it elegant though.
A solution like this seems to me like making things easier for GMs that have not yet gained sufficient ability and experience to handle those issues in a more elegant and satisfying way.