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Thread: High-Level Play
Monday, 5th November, 2012, 06:00 AM #1
Novice (Lvl 1)
What level do you play to when youâ??re playing Dungeons & Dragons? Do you go beyond 10th level with a given character with any amount of regularity? If not, why? If so, what do you want to see your character do at those higher levels? Mike takes a look at some of the things that the D&D Next team is addressingwith high-level play in the next few months.
Read High-Level Play on D&D Insider here!
Monday, 5th November, 2012, 06:10 AM #2
Cutpurse (Lvl 5)
the legacy system sounds fun (epic destiny?)
Monday, 5th November, 2012, 06:25 AM #3
Spellbinder (Lvl 16)
The lich thing sounds cool. I hope they do it properly. I want to become a lich at level 11, and spend the next 10 levels building an undead army and trying to take over the world (eventually becoming the BBEG in someone else's story).
But yeah, the legacy system sounds cool. Not sure how they're going to justify why you have to kill X monsters before you can figure out how to hire people to build a castle, but it's all very pleasingly old-school.
Monday, 5th November, 2012, 06:33 AM #4
Cutpurse (Lvl 5)
perhaps by the time your level 10 people respect you enough to become your followers
Monday, 5th November, 2012, 07:29 AM #5
In the end this is just a continuation of epic destinies coupled with AD&Ds 10th level requirement.
Lets see if WotC actually manages to make it about more then power for dungeon crawling and if the rest of the system is actually able to handle political etc. gameplay.
Monday, 5th November, 2012, 07:34 AM #6
Scout (Lvl 6)
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ø Block nijineko
anyone have any actual thoughts on the 3.x epic destinies mechanics?
Monday, 5th November, 2012, 09:13 AM #7
Gallant (Lvl 3)
A guy born as the crown prince does the same thing an entirely different way (and possibly the adventurer ways as well if he's also a PC).
Tuesday, 6th November, 2012, 12:23 AM #8
Cutpurse (Lvl 5)
If you stand up in the town square at level one whose going to take you seriously when you ask people to help you build a castle and an army? When you come back after kill 1million + goblins, people may take you a little more seriously
Monday, 5th November, 2012, 10:45 AM #9
Orcus on an Off-Day (Lvl 22)
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ø Block delericho
Do you go beyond 10th level with a given character with any amount of regularity?
If not, why?
1) There's always the possibility of a TPK ending the campaign.
2) I've found that my campaigns tend to have a limited lifespan - after about 6 months both my players and I are becoming a little restless, and ready to look forward to the next thing. In order to sustain interest for longer, a campaign needs careful planning right from the outset - Shackled City had it, "The Eberron Code" has it, but most of my campaigns tend not to get that level of planning.
3) Bluntly, the sheer weight of the 3e system starts to grate on me even at quite low levels, and only ever gets worse. Playing in the mid-level range is still a lot of fun, but once the game gets to 10th level or so, it starts to become more trouble than it's worth. Given that I'm already losing interest by that point (see above), there's little reason to fight the system for diminishing returns.
4) I have a 'rule' that if any one of my significant* players moves away, then I'll wrap up the current campaign before they go, both to give them closure on the story, and also to give them and their characters a fitting send-off. This has caused two campaigns to end, one at 8th level and one at 10th.
* That is, the guys who were there at the start of the campaign and who have regularly attended throughout.
If so, what do you want to see your character do at those higher levels?
My experience with the game with various groups suggests that it would probably be preferable if starting characters were rather tougher (but not necessarily more competent) than 1st level 3e characters, that the power curve should be a lot flatter than is currently the case (but that they should gain something significant at every level), and that they should probably plateau in terms of complexity around that mid-level range. This doesn't mean they shouldn't become any more powerful... but generally that extra power should come by upgrading existing options with more powerful variants and/or replacing obselete powers with new ones.
Or, heretical as it may be, starting everyone at 6th level and then playing E6 - effectively dropping levels entirely.
Monday, 5th November, 2012, 11:44 AM #10
Guide (Lvl 11)
I don't think followers and companions should be tied to levels. I've played and DMed games where the party was so far away from civilized lands that when they returned to a city nobody could tell what they were doing.
Unless people are attracted by the equipment they're using, something else should be used to attract followers.
That said, the kind of games where players get stronger and hire lower levels to deal with lower troubles is something I've tried and works well.
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