High level Dungeons and Dragons involves a ton of math.
It is enormous fun having "stats" and "ratios" that reach the ceiling (and beyond), three, four or five actions for every one, and more options than you can possibly keep track of...
...or is it?
I had the pleasure of running an open gaming 14th level game at Origins, and I was genuinely surprised by the response.
"I hate math."
Multiple times. The rules seems to become overly cumbersome, and really bog down the game.
So, from the perspective of thinking ahead to 4th edition, what would you do to help improve the "high level" game?
Have you played a campaign above 12th level? If so, how many, and how high did you go? What seemed to be the pitfalls. What would be ways that these could be avoided from a game design perspective.
Has anyone out there in d20 land taken up this challenge yet?
It is enormous fun having "stats" and "ratios" that reach the ceiling (and beyond), three, four or five actions for every one, and more options than you can possibly keep track of...
...or is it?
I had the pleasure of running an open gaming 14th level game at Origins, and I was genuinely surprised by the response.
"I hate math."
Multiple times. The rules seems to become overly cumbersome, and really bog down the game.
So, from the perspective of thinking ahead to 4th edition, what would you do to help improve the "high level" game?
Have you played a campaign above 12th level? If so, how many, and how high did you go? What seemed to be the pitfalls. What would be ways that these could be avoided from a game design perspective.
Has anyone out there in d20 land taken up this challenge yet?