Many people will quickly notice that this server embraces a slower rate of progression than the default rate of advancement. There are a number of reasons behind this and it is important to stress that this decision has been made in order to benefit the players, not to limit them.
While it is true that balance becomes very fragile (at best) at higher levels, the true goal is actually to broaden the opportunities available to the players. No longer will there be the typical "Level 3 goes here, then moves here at level 5, then on again at level 7". Instead, players will be provided with several viable options for every single level. While this slower progression may be viewed as a negative by some, we fully intend to offset it by the sheer number of adventuring zones we provide. Expect several dungeons and zones all within your range for every level. We hope that players will not view their progression solely by their level, but instead take advantage of the numerous challenges we have provided. While we may be slowing the rate of progression, the onus is on us (the development team) to ensure that we continue to provide you (the adventurers) with enough content that you neither grow bored nor are forced to grind the same dungeons repeatedly. Expect a constant influx of new zones, dungeons and quests, with dynamic spawning and treasure systems to keep areas fresh and adventurers on their toes!
That being said, though, this does not mean you will be unable to attain epic levels. You most certainly can! But just as in tabletop D&D, those characters will be like gods among mortals and will truly be worthy of your respect (or fear)!
Gone, though, will be the days of what I refer to as "campfire grannies," or epic level characters sitting idly around the campfire and complaining that there is nothing to do. "Nothing to do" is not the fault of the developers of those servers, but is an inherent flaw in the game design itself. If you do not believe, just open up the toolset and go through the creature blueprints. Or, better yet, pick up a Monster Manual! Challenging, engaging and "realistic" opponents become very few and far between at epic levels. Consider popular Forgotten Realms characters like Elminster, the Symbul, even Storm Silverhand. All are epic level characeters, yet they do not spend their time hunting goblins. Instead, they are well established characters who can shape the destinies of not only other people, but entire nations or even gods! The Dungeon Master team intends to work closely with high level characters who have put in the energy to see a character grow to this magnitude and we intend to ensure that their fame and/or notoriety grows along with their level. No more nameless epic characters; instead, expect to work closely with the Dungeon Masters, either as influential heroes or villains. Expect entire stories to be woven around you where your hard work is rewarded in many creative ways!
Additionally, as time progresses and characters attain higher and higher levels, the development team will review experience rewards and very likely increase the rate of progression for lower levels in an effort to ensure that newer characters can and will catch up with their friends.
And please bear in mind that this is a game of cooperation and teamwork, not about competition or "being better" than anyone else. Please also keep in mind that the rate of progression is something that the development team shall monitor very closely to ensure that characters continue to move forward and do not feel as if they are at a halt.
Again, let us reiterate that our goal is not to limit you, but to provide more in the way of opportunities and challenges.
While it is true that balance becomes very fragile (at best) at higher levels, the true goal is actually to broaden the opportunities available to the players. No longer will there be the typical "Level 3 goes here, then moves here at level 5, then on again at level 7". Instead, players will be provided with several viable options for every single level. While this slower progression may be viewed as a negative by some, we fully intend to offset it by the sheer number of adventuring zones we provide. Expect several dungeons and zones all within your range for every level. We hope that players will not view their progression solely by their level, but instead take advantage of the numerous challenges we have provided. While we may be slowing the rate of progression, the onus is on us (the development team) to ensure that we continue to provide you (the adventurers) with enough content that you neither grow bored nor are forced to grind the same dungeons repeatedly. Expect a constant influx of new zones, dungeons and quests, with dynamic spawning and treasure systems to keep areas fresh and adventurers on their toes!
That being said, though, this does not mean you will be unable to attain epic levels. You most certainly can! But just as in tabletop D&D, those characters will be like gods among mortals and will truly be worthy of your respect (or fear)!
Gone, though, will be the days of what I refer to as "campfire grannies," or epic level characters sitting idly around the campfire and complaining that there is nothing to do. "Nothing to do" is not the fault of the developers of those servers, but is an inherent flaw in the game design itself. If you do not believe, just open up the toolset and go through the creature blueprints. Or, better yet, pick up a Monster Manual! Challenging, engaging and "realistic" opponents become very few and far between at epic levels. Consider popular Forgotten Realms characters like Elminster, the Symbul, even Storm Silverhand. All are epic level characeters, yet they do not spend their time hunting goblins. Instead, they are well established characters who can shape the destinies of not only other people, but entire nations or even gods! The Dungeon Master team intends to work closely with high level characters who have put in the energy to see a character grow to this magnitude and we intend to ensure that their fame and/or notoriety grows along with their level. No more nameless epic characters; instead, expect to work closely with the Dungeon Masters, either as influential heroes or villains. Expect entire stories to be woven around you where your hard work is rewarded in many creative ways!
Additionally, as time progresses and characters attain higher and higher levels, the development team will review experience rewards and very likely increase the rate of progression for lower levels in an effort to ensure that newer characters can and will catch up with their friends.
And please bear in mind that this is a game of cooperation and teamwork, not about competition or "being better" than anyone else. Please also keep in mind that the rate of progression is something that the development team shall monitor very closely to ensure that characters continue to move forward and do not feel as if they are at a halt.
Again, let us reiterate that our goal is not to limit you, but to provide more in the way of opportunities and challenges.