Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DrNilesCrane" data-source="post: 2986685" data-attributes="member: 7652"><p>Just throwing this out there: a part of the difficulty with some of these spells (i.e. teleport, raise dead, commune, and plane shift) is that they extend the use of magic beyond the short range, tactical (i.e. combat or combat related) to regional/world/multiverse, which eventually defines the game. A fighter or rogue at 20th level is still affecting his or her immediate area and has abilities relatively easy understand and adjudicate (although with some number creep), vs. a high level caster, which (with the enormous variety of spells and their game defining effects) defines what kind of adventures can be run, how they are run, how the party travels, what happens when they die, etc. </p><p></p><p>High level play really feels like a different beast in my respects, but I'm not a fan of level capping myself. I think dropping the "defining" spells mentioned in this thread is a solution, combined with scaling other spells to run comparably to other class abilities (and perhaps making the casters--specifically wizards/sorcerers--able to do more than just cast) might be a solution. [It's something I'm trying in my current<em> 6 Elements </em> campaign, but we've only playtested high-level play with our rule variants as opposed to running it up to 20th...we tend to level a bit slower on purpose]. </p><p></p><p>Interesting discussion - I'm looking forward to reading more. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 2986685, member: 7652"] Just throwing this out there: a part of the difficulty with some of these spells (i.e. teleport, raise dead, commune, and plane shift) is that they extend the use of magic beyond the short range, tactical (i.e. combat or combat related) to regional/world/multiverse, which eventually defines the game. A fighter or rogue at 20th level is still affecting his or her immediate area and has abilities relatively easy understand and adjudicate (although with some number creep), vs. a high level caster, which (with the enormous variety of spells and their game defining effects) defines what kind of adventures can be run, how they are run, how the party travels, what happens when they die, etc. High level play really feels like a different beast in my respects, but I'm not a fan of level capping myself. I think dropping the "defining" spells mentioned in this thread is a solution, combined with scaling other spells to run comparably to other class abilities (and perhaps making the casters--specifically wizards/sorcerers--able to do more than just cast) might be a solution. [It's something I'm trying in my current[I] 6 Elements [/I] campaign, but we've only playtested high-level play with our rule variants as opposed to running it up to 20th...we tend to level a bit slower on purpose]. Interesting discussion - I'm looking forward to reading more. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
Top