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D&D @ High Levels = No Problem?
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<blockquote data-quote="Loonook" data-source="post: 4224251" data-attributes="member: 1861"><p>One of the largest problems with high-level play is power creep... and the sad thing is that it shouldn't be.</p><p></p><p>There is no godly reason that every spell ever put to text (WotC or otherwise) exists in your game. It just isn't necessary. Those who do not define what they consider 'off-limits' or ideas as such will, inexorably, complain and pule. </p><p></p><p>The other issue (which usually teams with this one) is the 'rush' technique of many DMs. While personally I have liked playing in the ill-termed 'sweet spot', I have no issue getting into those high level games in most systems. Why? Because we work up to them. Characters built from the ground up in one go are almost always going to have more dangerous connotation than those which are started and then grow naturally. Forty source books open vs. the Core to start... it gets funky real quick.</p><p></p><p>I like high level play, but I like it in a realm where we don't have every possible cheesy spell combination available. There are lovely benefits to such advantages, but I would prefer the interesting use of a few simple spells from Core than having to worry about the PC who approaches and says he had this spell, this one, got this one permanent... </p><p></p><p>So on, and so on, and so on. Same goes for warriors... spellslingers aren't the only ones which get worrisome. Sometimes it is nice to have that weapon you grew up with; but most people would prefer to get that shiny +5 off the bat.</p><p></p><p>Maybe I just have more fun combining some numbers and some play, than one side or the other.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4224251, member: 1861"] One of the largest problems with high-level play is power creep... and the sad thing is that it shouldn't be. There is no godly reason that every spell ever put to text (WotC or otherwise) exists in your game. It just isn't necessary. Those who do not define what they consider 'off-limits' or ideas as such will, inexorably, complain and pule. The other issue (which usually teams with this one) is the 'rush' technique of many DMs. While personally I have liked playing in the ill-termed 'sweet spot', I have no issue getting into those high level games in most systems. Why? Because we work up to them. Characters built from the ground up in one go are almost always going to have more dangerous connotation than those which are started and then grow naturally. Forty source books open vs. the Core to start... it gets funky real quick. I like high level play, but I like it in a realm where we don't have every possible cheesy spell combination available. There are lovely benefits to such advantages, but I would prefer the interesting use of a few simple spells from Core than having to worry about the PC who approaches and says he had this spell, this one, got this one permanent... So on, and so on, and so on. Same goes for warriors... spellslingers aren't the only ones which get worrisome. Sometimes it is nice to have that weapon you grew up with; but most people would prefer to get that shiny +5 off the bat. Maybe I just have more fun combining some numbers and some play, than one side or the other. Slainte, -Loonook. [/QUOTE]
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