Vaalingrade
Legend
Pretty much.Aren't 1 and 2 afterthoughts added to make people who want "zero to hero" happy?
Pretty much.Aren't 1 and 2 afterthoughts added to make people who want "zero to hero" happy?
I mean, that's just a question of setting right?Sometimes I want the journey to be part of the challenge. If I don't I'll just narrate it. I want the option.
There are narrative reasons as well. Basically I don't want players expecting to be able to snap their fingers to have a chat with their homie Odin by casting plane shift.
Can you think of a rules system that makes epic-play easier for the DM that doesn't "suck all the fun out of the game"?By Game design the character can do anything the DM can imagine, and will allow. Having a rule for everything would take away half the fun. Some players get so into thier characters they want to play them to some pinnacle. I've got npc's in my world that were former players. Even a few that have joined pantheons.
Every attempt I've seen to publish "epic" level rules turns into a highspeed railroad to make it easier for the DM and at the same time sucks all the fun out of the game. zKind've like the monster manual, spell books, and magical item's lists. known is boring. uknown is cool. that is never going to change.
I know you didn't ask me, but maybe a Superhero system?Can you think of a rules system that makes epic-play easier for the DM that doesn't "suck all the fun out of the game"?
Chinese Fantasy (the crazy stuff, not Wuxia) has a solution to this.I think this is the storytelling problem. You need to run 4 consecutive Endgames, not just one, to get from 16 to 20,
I feel like defining people entirely by one job is a little sketch...If people wanted to not-adventure they wouldn't have become adventurers.
So start a new campaign then. If the game ended adventuring at 10-11 (with the occasional exception) we wouldn't have these issues.
I don't think you necessarily have to do planar adventures at high level. there are plenty of other possibilities. But what I do think you need to do if you are still going to "adventure" at that level is a) make it epic, and b) make it player driven. The PCs decide to kill a god. The PCs decide to destroy an evil artifact. The PCs decide to conquer a nation. The PCs decide go back in time and fix their greatest mistake. Player driven games are always a good idea but I think they are essential to epic level play.It seems like 5e is a game that doesn't support level 13+ for a variety of reasons. So when they release a revised edition of the game, it seems logical to either 1) cut those levels out, and maybe put them in an Advanced PHB or 2) provide "support" for them, with support meaning a game that affords both high level planar adventuring and a faction/strongholds/intrigue/warfare game. What doesn't seem logical is to keep it as it is, with high level content being represented by things like "improved divine smite" and various game-breaking spells.