Wondering about gaining something else past 12th level

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Zebulon
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Wondering about gaining something else past 12th level

Post by Zebulon »

Except for spell progression, the PHB doesn't give any real info on what classes would get at 13th level and beyond. For me it's a good thing, as I prefer to limit all characters (PCs and NPCs) within a lower range of levels. I like to envision 12th level characters as being the top of class achievement, that in any case would only concerns a rare few heroes and legendary figures.

That said, I don't want to brutally stop a character of being able to progress once he reaches a given level. Especially if I ever get the idea to limit some races and classes, ala AD&D 1e (such as dwarven mages being limited to 7th level for example).

As such, I am trying to figure what characters could gain with XP earned past the maximum level (12th or even lower). The idea is that they won't get anymore class features (hit-points, BtH, increased skills and saving throws, etc.), but will be able to purchase something with their XP. This is where I would like to get your suggestions and opinions. So far, the vague ideas I have are:

-- Creating greater magical items (other than scrolls and potions, and +1 items) require XP. Something vaguely inspired by 3e.

-- Casting spells that normally require to be 13th level or higher, could be cast as ritual magic and spending XP in the process.

-- Knights could spend XP to have their followers increase in level, and could gain more followers. Likewise, all classes could gain followers as per AD&D 1e/2e, and then increase them in level.

-- Characters could spend XP to gain the ability to rule and manage large tracts of lands, and make it run smoothly. Like with having peasant get money through taxes, keeping peace and order, etc., without need for special rules or fastidious roleplaying.

-- Characters could gain widespread fame (or infamy) in exchange of XP. This would affect reactions of NPCs and populations, any time they would be recognized. Etc.

Treebore
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Post by Treebore »

I just have them gain the BtH, HP's, and progression of other powers. If I need inspiration I look to feats and PrC's from 3E.
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Post by Zebulon »

Well, I seek a change of focus, where characters don't get class abilities anymore (BtH, hit-points, feats, prestige-class abilities, etc.), but something else entirely. However, I lack ideas where what this something else might be. It's just that I find that 12th level characters are powerful enough on a personal level (combat, spellcasting, hit-points, etc.) and don't need more (IMC). But I would like guidelines to have them able to yet gain more in the campaign. Probably stuff where a character can become a "Lord", "Master Wizard", "Thieves' Guildmaster", etc., but on a social aspect, not gaining more class abilities.

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Post by Treebore »

Well, your right, if that is what you want to do with your campaign. My direction is to go higher because I have them move on to other planes, such as the Abyss and the Hells.

So how you want your campaign to go is definitely a factor in how to have the classes progress or build.
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Sounds obvious to me! -Gm Michael

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gideon_thorne
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Post by gideon_thorne »

Zebulon wrote:
Well, I seek a change of focus, where characters don't get class abilities anymore (BtH, hit-points, feats, prestige-class abilities, etc.), but something else entirely. However, I lack ideas where what this something else might be. It's just that I find that 12th level characters are powerful enough on a personal level (combat, spellcasting, hit-points, etc.) and don't need more (IMC). But I would like guidelines to have them able to yet gain more in the campaign. Probably stuff where a character can become a "Lord", "Master Wizard", "Thieves' Guildmaster", etc., but on a social aspect, not gaining more class abilities.

Page 91-92 in the M&T might offer some insight into this. Or at the least spark some ideas.
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serleran
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Post by serleran »

Lejendary Pantheons will have some insight, as well.

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bighara
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Post by bighara »

I think you're on the right track. The PCs won't necessarily become that much more powerful as individual combatants, but become more powerful within the setting. Whether that's being a guild maser or landowner or warlord, etc.; or whether the PCs go off plane-hopping and encounter new and different beings; or whatever. The setting and the PCs will determine that more than their XP charts.
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Zebulon
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Post by Zebulon »

Other ideas I got:

-- Wizard finding a ley-line nexus power point, and building a tower onto it, could harness the magical energies that flow there to put some enchantments in the tower. This would cost XP.

-- Clerics could pray and perform religious rituals to have their deity bless their temple, and give it some magical power (such as a permanent Protect from evil).

-- Druids could enchant standing stones.

My problem is that I mostly have ideas of magical things, not much on mundane stuff, except for followers and land management.

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bighara
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Post by bighara »

-A position within the society's power structure (i.e. a general or high priest).

-Granted a title to some lands, but they are wild and undeveloped. Clearing them might involove lots of combat.

-Extremely sensitive missions to faraway lands (ambassador or spy), or even spearheading an invasion.
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Post by phadeout »

Fighters: Warlords, Castles, lots of followers...

Followers can be acquired through extra XP as well as grants for land and title.

Paladins: See Fighter, but add your Paladin angst to it.

Wizards: able to tap into magic rituals to cast more poweful spells (costs XP), ability to create more powerful magic items etc

Cleric: See Wizard

Rogue: Followers and Thieves Guild.

Assassin: Able to make more powerful poisons using XP, able to make more powerful death attacks through XP.

Just some examples.

You could also go as far as giving classes special attacks or "limit-breaks" a'la Final Fantasy by letting them spend XP. For examples of a system that works in D&D you'd have to check out Monte Cook's Iron Heroes.
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Post by Zudrak »

Hey, Zebulon, if you don't have it, the 1st edition AD&D DMG might help you. In addition, I was thinking of using some inspiration from 3e for ideas. Since the thief (rogue) levels more quickly, I was thinking of using some of the extra abilities high-level rogues in 3e can choose from.
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