d20bard

joined 1 year ago
[–] d20bard@ttrpg.network 19 points 7 months ago* (last edited 7 months ago) (1 children)

In a high level campaign I ran, I took the design philosophy that the villains were supernatural (e.g, dragon or lich), the average npc was weak (level 3 or less), and the characters were once-in-a-1000-years heros (level 10-20).

Every now and then they would have an obstacle involving regular humanoids or the local government and they had the option of just steamrolling everything (even whole platoons). It provided a great contrast to the magic-boss death matches and let the characters really feel special.

It also drove home that they were the only ones who could save the day.

[–] d20bard@ttrpg.network 2 points 11 months ago

"I hurt my friend because I took a dumb idea too far" is a very probable story. The part I can't believe though is ending the game over a dire bite. We finally got the schedule together, we're going to use the time, darn it!

[–] d20bard@ttrpg.network 3 points 11 months ago (2 children)

Pretty much, only detail missing is that it was the season for fruit. So, there is an added sense that by all natural laws the tree should have had fruit and it's lack was a particular aberration to a societythat used the fig so much.

Also, thematically, it rounds out God's domains. Up to this point, there had been miracles showing dominion over weather, matter, human life, animal life, spirits, disease and now there's plant life.

[–] d20bard@ttrpg.network 2 points 1 year ago

Simply ignores it while regurgitating my personal opinion as if reiteration and intuition could trump the cold equations themselves 😎😎😎