sniffies
2014-02-02, 11:50 AM
Since I loved the idea proposed by Yakk so much, I'd like to hear everyone's thoughts on implementing such an idea in whatever level campaign... I think my players would love it, and surely most would.
Here's the original post:
This is a tricky problem. Like many tricky problems, it can be solved with Giant Mecha.
Give the lower level PCs giant mecha (well, large sized). These Mecha grant significant bonuses to those riding them.
Each Mecha is bonded to a particular person, and cannot be unbound until at least a century after the riders death. The lower level PCs find them.
The Mecha provide weapons and implements. These act as +3 weapons and implements (superior weapons and superior implements). Each acts like a suit of +3 magic (superior, masterwork) armor and a +3 neck slot item. Pick ones with good properties. Each of them also comes with 1-3 other items "embedded" in them. (superior implements arrive in AV2 I think?)
Some have shields.
While wearing the mecha, items in the used slots do not work. Superior weapons/implements/armor embedded do not require feats to use.
On top of that, each mecha should come with stuff on par with a few (optimized) feats worth of power.
As an example of something worth 2-3 feats worth of power:
Lock On Target: Once per round when you hit a target, the target becomes Locked On until the end of your next turn. You have combat advantage against Locked On targets and they are vulnerable 5 against your attacks.
(basically wintertouched+lasting frost)
In addition, the Mecha boosts all stats (str, dex, con, int, wis, cha) of the wearer by +4 while wearing it, and grant an additional +3 item bonus to all defences and attacks and damage and initiative and some skills (basically, trained ones).
Each mecha contains 2 daily and 2 encounter powers aligned with the attuned users power source. Either homebrew one, or pick a good level 5-13 or so one.
The mecha are all large sized, except maybe one of them (the sneaky character?).
Customize the mecha for each PC. Do this without them knowing about it ideally. When they reach the mecha room, each mecha only activates for the appropriate PC when touched.
The lower level party finds these mecha. Have them curb stomp an encounter much like one they just finished, but twice the size, right after finding them, so they get the scale of the power up.
The threat is somehow tied to the mecha. Maybe someone is trying to awaken the tarrasque-scale mecha to conquer the world.
Now, have the lower level characers in their mecha do an adventure with the higher level characters. At the end of the adventure, destroying the boss also disables the mecha, and the two parties go their separate ways.
Split XP evenly, which will result in the lower level party skyrocketing in level.
The mecha are naturally magitek from the dawn age, and are much degraded, which is why they only boost the PCs up to low paragon tier in power.
Monsters when facing a huge party should have their damage output doubled and HP halved to keep combat apace. Use the "standard" encounter budget for the oversized party, but make it difficult for foes to focus fire (they come at the party along more than one flank, etc).
Balance:
Note that the above, while seemingly haphazard, is designed to boost a level 3-4 character up to level 10-12 in power.
+4 to all stats +3 item is +5 to all rolls. A +3 magic item is roughly +2 better than what a level 3 character has. So +2+5=+7, which is enough to boost your character's d20 roll modifiers to something on par with a level 10 character.
Similarly, a level 10ish character has roughly double the HP of a level 3 character. Halving damage does almost exactly that.
The extra encounter and daily powers in the mecha help make up for the lack of power progression. The "feat equivalent" abilities make up for the lack of feats. The superior weapon/implement/armor are basically bonus feats that are easy to explain.
Oh, and becoming large size is ridiculously strong. Your [W] get bigger and your close bursts are abusive (grant the caster-types an extra feat-equivalent or two because of this). You could make the close bursts be like you are riding something, but I say go for the abusive option -- the world will end, or the mecha will stop working, by the end of the adventure.
Everything is relatively rough, but should work out reasonably well.
Now, the lower level PC will gain levels faster than the higher level PC, but the higher level PC starts getting paragon path stuff (which is a significant boost) and access to more paragon tier feats. And the +3 items the armor has match the items the party will find, making it harder for the mecha PCs to gear up.
Future plot:While I think "saving the world" should require destroying the mecha, this can just act as a way to deal with balance problems with the above model.
Given access to the ancient mecha magitek, wizards and sages can maybe replicate a variation. If the PCs are like "this is awesome but why did it end", you can reintroduce it with different mechanical effects, now that the details are ironed out.
x2 HP is probably the biggest problem, as keeping that in sync with the other things you need to level up is tricky.
Here's the original post:
This is a tricky problem. Like many tricky problems, it can be solved with Giant Mecha.
Give the lower level PCs giant mecha (well, large sized). These Mecha grant significant bonuses to those riding them.
Each Mecha is bonded to a particular person, and cannot be unbound until at least a century after the riders death. The lower level PCs find them.
The Mecha provide weapons and implements. These act as +3 weapons and implements (superior weapons and superior implements). Each acts like a suit of +3 magic (superior, masterwork) armor and a +3 neck slot item. Pick ones with good properties. Each of them also comes with 1-3 other items "embedded" in them. (superior implements arrive in AV2 I think?)
Some have shields.
While wearing the mecha, items in the used slots do not work. Superior weapons/implements/armor embedded do not require feats to use.
On top of that, each mecha should come with stuff on par with a few (optimized) feats worth of power.
As an example of something worth 2-3 feats worth of power:
Lock On Target: Once per round when you hit a target, the target becomes Locked On until the end of your next turn. You have combat advantage against Locked On targets and they are vulnerable 5 against your attacks.
(basically wintertouched+lasting frost)
In addition, the Mecha boosts all stats (str, dex, con, int, wis, cha) of the wearer by +4 while wearing it, and grant an additional +3 item bonus to all defences and attacks and damage and initiative and some skills (basically, trained ones).
Each mecha contains 2 daily and 2 encounter powers aligned with the attuned users power source. Either homebrew one, or pick a good level 5-13 or so one.
The mecha are all large sized, except maybe one of them (the sneaky character?).
Customize the mecha for each PC. Do this without them knowing about it ideally. When they reach the mecha room, each mecha only activates for the appropriate PC when touched.
The lower level party finds these mecha. Have them curb stomp an encounter much like one they just finished, but twice the size, right after finding them, so they get the scale of the power up.
The threat is somehow tied to the mecha. Maybe someone is trying to awaken the tarrasque-scale mecha to conquer the world.
Now, have the lower level characers in their mecha do an adventure with the higher level characters. At the end of the adventure, destroying the boss also disables the mecha, and the two parties go their separate ways.
Split XP evenly, which will result in the lower level party skyrocketing in level.
The mecha are naturally magitek from the dawn age, and are much degraded, which is why they only boost the PCs up to low paragon tier in power.
Monsters when facing a huge party should have their damage output doubled and HP halved to keep combat apace. Use the "standard" encounter budget for the oversized party, but make it difficult for foes to focus fire (they come at the party along more than one flank, etc).
Balance:
Note that the above, while seemingly haphazard, is designed to boost a level 3-4 character up to level 10-12 in power.
+4 to all stats +3 item is +5 to all rolls. A +3 magic item is roughly +2 better than what a level 3 character has. So +2+5=+7, which is enough to boost your character's d20 roll modifiers to something on par with a level 10 character.
Similarly, a level 10ish character has roughly double the HP of a level 3 character. Halving damage does almost exactly that.
The extra encounter and daily powers in the mecha help make up for the lack of power progression. The "feat equivalent" abilities make up for the lack of feats. The superior weapon/implement/armor are basically bonus feats that are easy to explain.
Oh, and becoming large size is ridiculously strong. Your [W] get bigger and your close bursts are abusive (grant the caster-types an extra feat-equivalent or two because of this). You could make the close bursts be like you are riding something, but I say go for the abusive option -- the world will end, or the mecha will stop working, by the end of the adventure.
Everything is relatively rough, but should work out reasonably well.
Now, the lower level PC will gain levels faster than the higher level PC, but the higher level PC starts getting paragon path stuff (which is a significant boost) and access to more paragon tier feats. And the +3 items the armor has match the items the party will find, making it harder for the mecha PCs to gear up.
Future plot:While I think "saving the world" should require destroying the mecha, this can just act as a way to deal with balance problems with the above model.
Given access to the ancient mecha magitek, wizards and sages can maybe replicate a variation. If the PCs are like "this is awesome but why did it end", you can reintroduce it with different mechanical effects, now that the details are ironed out.
x2 HP is probably the biggest problem, as keeping that in sync with the other things you need to level up is tricky.