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H4 The Throne of Bloodstone.pdf - Free

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RUNNING 100th-LEVEL CHARACTERS<br />

A large part <strong>of</strong> the fun <strong>of</strong> playing the<br />

AD&D® game is the opportunity to<br />

do the impossible. Even at low levels,<br />

the thrill <strong>of</strong> entering a strange fantasy<br />

world where the laws <strong>of</strong> magic supersede<br />

the laws <strong>of</strong> science lets you slip<br />

loose from one reality and enter<br />

another one. But the characters who<br />

populate our favorite fantasy novels<br />

are much greater than the average<br />

characters who inhabit our campaign.<br />

Heret<strong>of</strong>ore, we’ve been encouraging<br />

you to moderate your lusts for power<br />

and play “ordinary” fantasy characters<br />

rather than the great heroes <strong>of</strong><br />

myth and legend.<br />

<strong>The</strong>re are, <strong>of</strong> course, quite good<br />

reasons for this. First and foremost,<br />

game balance is much easier to maintain<br />

when the power level <strong>of</strong> players is<br />

kept to reasonable levels. Even an<br />

experienced Dungeon Master can be<br />

overcome by a party <strong>of</strong> aggressive,<br />

super-powerful player characters.<br />

Another reason is our desire to<br />

maintain the illusion <strong>of</strong> reality—what<br />

science fiction writers refer to as the<br />

“willing suspension <strong>of</strong> disbelief.”<br />

Within our fantasies we maintain<br />

strict standards <strong>of</strong> realism. Ultimately,<br />

if you as players and DMs cannot<br />

believe in our illusions, we have<br />

failed you.<br />

Third, we have been suspicious <strong>of</strong><br />

the desire to play super-high level<br />

characters. We tend to believe that<br />

most people who want to play 100thlevel<br />

characters are motivated primarily<br />

by the desire to have unkillable<br />

PCs—thereby eliminating the challenge<br />

<strong>of</strong> the game. We believe that<br />

unkillable PCs and a never-ending<br />

supply <strong>of</strong> easy wealth may be attractive<br />

for a short while, but boredom<br />

with the game inevitably sets in, and<br />

the campaign eventually collapses.<br />

<strong>The</strong>refore, we advocate balanced<br />

games, where the rewards are given<br />

for heroism, skill, and excellent play.<br />

<strong>The</strong> AD&D game and the role-<br />

playing hobby are best served by people<br />

running fun, exciting games that<br />

can last a long time.<br />

In spite <strong>of</strong> these reasons, there are<br />

corresponding reasons why people<br />

want to play super-high characters<br />

legitimately. First, we believe, is the<br />

thrill <strong>of</strong> role playing great fantasy<br />

heroes—wizards with a seemingly<br />

endless arsenal <strong>of</strong> powerful spells, great<br />

fighters who can cleave an enemy from<br />

head to breastbone with a single blow,<br />

crafty thieves <strong>of</strong> ultimate skill and daring.<br />

<strong>The</strong>re is also the desire to test the<br />

ultimate limits <strong>of</strong> the game system, to<br />

“max-out” a character with everything<br />

that the AD&D game can provide.<br />

And finally there is the desire to confront<br />

in battle those creatures in the<br />

various monster manuals that are<br />

beyond the reach <strong>of</strong> ordinary mortals.<br />

<strong>The</strong> challenge was too great to<br />

resist (not that we tried very hard). It<br />

turned out to be easier than we<br />

thought, once we discovered the<br />

three principles <strong>of</strong> running 100thlevel<br />

characters: 100th-level characters<br />

are not 10 times more powerful<br />

than 10th-level characters; apply all<br />

the rules strictly; and never give a<br />

100th-level character an even break.<br />

Follow these strictures carefully, discuss<br />

them with your players, and you,<br />

too, can successfully run a superpowerful<br />

adventure!<br />

Four sample 100th-level PCs are<br />

described on pages 91 and 92.<br />

1. 100th-Level Characters Are Not<br />

10 Times More Powerful Than<br />

10th-Level Characters<br />

<strong>The</strong> relative power difference<br />

between levels tends to lessen dramatically<br />

as the levels increase. <strong>The</strong><br />

cleric, magic-user, and illusionist all<br />

reach the limit <strong>of</strong> the number <strong>of</strong> spells<br />

they can memorize at a time at 29thlevel.<br />

Above 19th-level for clerics and<br />

21st level for magic-users and illu-<br />

6<br />

sionists, there is no further decrease in<br />

number to hit AC0 (THAC0) or in<br />

saving throws. <strong>The</strong> cleric gets 2 more<br />

hp /level and the magic-user or illusionist<br />

gets 1 more hp/level and that’s<br />

all. That means a 100th-level cleric<br />

differs from a 29th-level cleric by a<br />

theoretical maximum <strong>of</strong> 142 hit<br />

points, and by nothing else. Now,<br />

142 extra hit points is nice, but<br />

against the level <strong>of</strong> opponents a<br />

100th-level cleric is liable to face, it is<br />

not a huge protection. Fighters can<br />

get huge hit point bonuses, but their<br />

lack <strong>of</strong> spell abilities or other special<br />

talents still keep them loosely within<br />

the bounds <strong>of</strong> reason, since their<br />

THAC0 and saving throws top out at<br />

level 17. Thief ability increases stop at<br />

17th level (23d for thief-acrobat), and<br />

the THAC0 and saving throws do not<br />

improve past 21st level.<br />

Another way that extremely highlevel<br />

characters differ from lowerlevel<br />

ones is in the number and power<br />

<strong>of</strong> the magical items they possess. A<br />

hundred or so extra hit points may<br />

not disrupt your game balance, but a<br />

fighter with a vorpal holy dancing<br />

luck blade +25, Intelligence 17, all<br />

primary abilities, extraordinary<br />

powers, special purpose powers, plus<br />

29th-level spell use and +50 bonus to<br />

wielder’s AC may be a little tough to<br />

handle. <strong>The</strong>re is a simple solution:<br />

restrict characters to the magical items<br />

listed in <strong>of</strong>ficial AD&D rule books,<br />

modules, and possibly DRAGON®<br />

Magazine, and don’t allow them to<br />

have artifacts. Even if 100th-level<br />

characters load themselves down with<br />

one <strong>of</strong> everything in the DMG, there<br />

are still limits—a fighter can hardly<br />

use more than two swords at a time<br />

(well, three if you use a sword <strong>of</strong><br />

dancing), a magic-user cannot wear<br />

more than two magical rings at the<br />

same time, and all characters must<br />

account for the encumbrance <strong>of</strong> all<br />

items carried.

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