Erm, and also completely unsupported by any knowledge of what I intend to do with dispel magic? But I am certainly curious what you think I had in mind.
Yes, that too - I have more than enough complete ignorance to go round!
My general though process is as follows (it may or may not be applicable to what you're planning to do with dispels, of course):
- higher-level casters have access to a lot of buffs
- higher-level buffs have a pretty long duration
- teleport etc means that it's very possible to cast your buffs pre-combat and a long way away from any bad guys, when they're in no danger of being dispelled.
- all this means that at higher levels, pcs will enter most combats with their buffs up. Dispel rules of any sort will only come into play at this point, once the bad guys are within spell range. And by this time the PCs have already had to do all the character-sheet-recalculation due to the original buffing. And any dispelling (no matter what the dispelling mechanic) or suppression or replacement of buffs from this point on will only require more of that recalculation.
I'm just not sure how dispelling rules of any sort can get around this, to be honest. Though of course I have no idea if getting around this is a priority of your thoughts on dispelling at all, mind you!
In your opinion (everyone) what do you think distinguishes the high-level buff play from the low-level buff play?
Firstly, the sheer number of buffs. Secondly, the fact that there's enough buffs available for every party member, and not just buffs that might be more tailored to the specific situation (at lower levels, the fighter might get the only available Death Ward when going against vampires because he's going to be up close and personal, while the wizard might just stay out of the way and rely on mirror image). At higher levels, there's Death Wards for everyone who wants one). Thirdly, at high levels the availability of teleportation magic, the buff-scry-teleport tactic, and higher caster levels meaning increased buff durations means that a party is more likely to have all its buffs active from the start of every combat.