Reading about it actually makes me think id like it better but I would have to play the variant that removes the linear stat increases so low-level enemies arent trivial.
Can you link me to these rules? Sounds interesting. I’m writing a campaign for my group, and I’d like a way to have typical bandits still be an issue throughout the game.
This variant removes a character’s level from their proficiency bonus, scaling it differently for a style of game that’s outside the norm. This is a significant change to the system. The proficiency rank progression in Player Core is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn’t fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world’s best fighter can’t guarantee a win against a large group of moderately skilled brigands.
If you’re running high fantasy, try it RAW. It actually feels pretty natural in setting.
If you’re playing low fantasy, then yeah proficiency without level works, but i’d probably also really limit access to magic and slow down level progression.
Setting-wise it might just be the tone you’re going for, like you dont want random adventurers to have cataclysmic level strength and you want things to be more more “realistic”.
Like irl, a bear is a threat to any lone human, no matter how badass… because it’s a big ass bear. Like if an experienced veteran makes a mistake some rookie adventurer is expected to make, they shouldnt just be completely safe.
It’s not bad to have limitations to your potential, you can just allow them to strategize more or accept that “yes we probably shouldnt try fighting the whole garrison after getting spotted, we f*cked up and got spotted and we might get wiped if we dont bail rn.” With no amount of grinding being able to change that
Reading about it actually makes me think id like it better but I would have to play the variant that removes the linear stat increases so low-level enemies arent trivial.
Can you link me to these rules? Sounds interesting. I’m writing a campaign for my group, and I’d like a way to have typical bandits still be an issue throughout the game.
https://2e.aonprd.com/Rules.aspx?ID=2762
Thank you!
You might also be interested in E6 rules. With those, character don’t progress beyond level 6, but continue to gain feats at a faster rate.
If you’re running high fantasy, try it RAW. It actually feels pretty natural in setting.
If you’re playing low fantasy, then yeah proficiency without level works, but i’d probably also really limit access to magic and slow down level progression.
deadmartyr@lemmy.zip Why you wanna be fighting low level enemies at high level?
Setting-wise it might just be the tone you’re going for, like you dont want random adventurers to have cataclysmic level strength and you want things to be more more “realistic”.
Like irl, a bear is a threat to any lone human, no matter how badass… because it’s a big ass bear. Like if an experienced veteran makes a mistake some rookie adventurer is expected to make, they shouldnt just be completely safe.
It’s not bad to have limitations to your potential, you can just allow them to strategize more or accept that “yes we probably shouldnt try fighting the whole garrison after getting spotted, we f*cked up and got spotted and we might get wiped if we dont bail rn.” With no amount of grinding being able to change that