KidSnide
Adventurer
Another blog entry up, this one on whether high level play should just involve bigger numbers. More interesting is a discussion of how complicated high level play should be.
Personally, I want high level play to be as simple as possible. Of course, some complexity is unavoidable just because PCs will naturally acquire more options and choices and - yes - that means high level play will be more complicated than low level play.
But I think the design should minimize this escalating complexity to the extent possible. High level combat (to pick an example) should involve some wacky new aspects, but I hope it doesn't take much longer to resolve than low level combat. One key aspect of keeping high-level combat simple is that some old complexities should go away over time, to be replaced with new complexities. For example, difficult terrain and cover can stop being an issue when people can fly and see around walls. Instead, high level characters might worry about etherealness or the like...
-KS
Personally, I want high level play to be as simple as possible. Of course, some complexity is unavoidable just because PCs will naturally acquire more options and choices and - yes - that means high level play will be more complicated than low level play.
But I think the design should minimize this escalating complexity to the extent possible. High level combat (to pick an example) should involve some wacky new aspects, but I hope it doesn't take much longer to resolve than low level combat. One key aspect of keeping high-level combat simple is that some old complexities should go away over time, to be replaced with new complexities. For example, difficult terrain and cover can stop being an issue when people can fly and see around walls. Instead, high level characters might worry about etherealness or the like...
-KS