"Name" level as a human level cap
Jun 12, 2018 7:56:57 GMT -6
tetramorph, Todd, and 2 more like this
Post by Finarvyn on Jun 12, 2018 7:56:57 GMT -6
Looking through M&M again, as I do often when I want gaming inspiration, and I had a thought about level caps.
We know that OD&D has a racial cap (fighter 4 for elves and hobbits, fighter 6 for dwarves, magic-user 8 for elves) and folks have debated whether this is a good thing or not for a long time. Personally, I'm okay with demihuman level caps, as long as humans aren't allowed to progress to infinity.
In my campaigns I typically have used a rule of thumb like this:
Level 1 = flunky (lowest adventurer)
Level 4 = hero
Level 8 = super hero
Level 12 = mythic
Now, in practice I have characters retire sometime shortly after reaching superheroic status; typically no later than level 10. After all, if Conan is a "super hero" then how much better than Conan do you need to be, right? Levels above 10, and certainly the "mythic" levels, have always been reserved in my campaigns for that Sauron-like evil wizard where it takes a whole party to take the guy out.
Today I had a different thought on the issue. Rather than cap all classes the same, what if I decided to cap each class at "name" level?
Huh. So what does the campaign look like?
Level 1 = flunky (lowest adventurer)
Level 4 = hero; highest level for elven fighting men; highest level for hobbit fighting men
Level 6 = highest fighting man level for dwarves
Level 8 = super hero; highest level for human clerics; highest level for elven magic-users
Level 9 = highest level for human fighting men
Level 11 = highest level for human magic-users
Level 12 = mythic
And I suppose that there would be no upper limit on mythic bad guys, except that if I pick a level for Sauron that might give me a reasonable cap. To take this a step farther, since the "Dice for accumulative Hits" chart on p.17 goes higher than the character chart on p.16, maybe that would give me an NPC cap.
Level 1 = flunky (lowest adventurer)
Level 4 = hero; highest level for elven fighting men; highest level for hobbit fighting men
Level 6 = highest fighting man level for dwarves
Level 8 = super hero; highest level for human clerics; highest level for elven magic-users
Level 9 = highest level for human fighting men
Level 10 = highest level for "bad guy" fighting men; highest level for "bad guy" clerics; highest level for thieves
Level 11 = highest level for human magic-users
Level 12 = mythic
Level 16 = highest level for "bad guy" magic-users (Sauron)
What do you think?
We know that OD&D has a racial cap (fighter 4 for elves and hobbits, fighter 6 for dwarves, magic-user 8 for elves) and folks have debated whether this is a good thing or not for a long time. Personally, I'm okay with demihuman level caps, as long as humans aren't allowed to progress to infinity.
In my campaigns I typically have used a rule of thumb like this:
Level 1 = flunky (lowest adventurer)
Level 4 = hero
Level 8 = super hero
Level 12 = mythic
Now, in practice I have characters retire sometime shortly after reaching superheroic status; typically no later than level 10. After all, if Conan is a "super hero" then how much better than Conan do you need to be, right? Levels above 10, and certainly the "mythic" levels, have always been reserved in my campaigns for that Sauron-like evil wizard where it takes a whole party to take the guy out.
Today I had a different thought on the issue. Rather than cap all classes the same, what if I decided to cap each class at "name" level?
Huh. So what does the campaign look like?
Level 1 = flunky (lowest adventurer)
Level 4 = hero; highest level for elven fighting men; highest level for hobbit fighting men
Level 6 = highest fighting man level for dwarves
Level 8 = super hero; highest level for human clerics; highest level for elven magic-users
Level 9 = highest level for human fighting men
Level 11 = highest level for human magic-users
Level 12 = mythic
And I suppose that there would be no upper limit on mythic bad guys, except that if I pick a level for Sauron that might give me a reasonable cap. To take this a step farther, since the "Dice for accumulative Hits" chart on p.17 goes higher than the character chart on p.16, maybe that would give me an NPC cap.
Level 1 = flunky (lowest adventurer)
Level 4 = hero; highest level for elven fighting men; highest level for hobbit fighting men
Level 6 = highest fighting man level for dwarves
Level 8 = super hero; highest level for human clerics; highest level for elven magic-users
Level 9 = highest level for human fighting men
Level 10 = highest level for "bad guy" fighting men; highest level for "bad guy" clerics; highest level for thieves
Level 11 = highest level for human magic-users
Level 12 = mythic
Level 16 = highest level for "bad guy" magic-users (Sauron)
What do you think?