Ratskinner
Adventurer
I think a lot of the posters so far on this thread are focusing too much on the issues that specific editions had with High-Level campaigns, rather than the issues that all high-level design has in common. I think Monte was going for that latter.
Although, I'm slightly fearful that he's getting that wrong, too.
I don't mind the game getting slightly more complicated as levels increase, but I certainly don't want a return to the delicate snowflake model of 3e+. Ideally, I'd like to make up 14th level PC OR a 1st level PC in about 15 minutes. I understand that as levels go up, there will be more powers/spells in effect and that play will probably have to get more complicated, but let's not add to that by making characters with too many fiddly bits to be accounted for easily.
Also, ideally (with a possible exception for spell lists and notes) I'd like characters (of any level) to fit on one side of one piece of notebook paper. (I suppose if we get martial powers, I'll give them leeway, as well.) Those spells and powers also need to work as simply as possible. Preferably, most of them should be "short-handable" in one line. (Perhaps if you can't shorthand the power that way, it should be a ritual?)
Of course, I'm talking about the "basic game". I would assume each module will add complexity to the character sheet. That's exactly what they're for, adding rules to fit your game. However, leave that up to the individual player/DM as appropriate. Let's start with the "sloppy-simple" and let groups work their way up. That way, each group's play can be as complicated as they need or want it, without being more complicated than necessary for them.
Although, I'm slightly fearful that he's getting that wrong, too.

Also, ideally (with a possible exception for spell lists and notes) I'd like characters (of any level) to fit on one side of one piece of notebook paper. (I suppose if we get martial powers, I'll give them leeway, as well.) Those spells and powers also need to work as simply as possible. Preferably, most of them should be "short-handable" in one line. (Perhaps if you can't shorthand the power that way, it should be a ritual?)
Of course, I'm talking about the "basic game". I would assume each module will add complexity to the character sheet. That's exactly what they're for, adding rules to fit your game. However, leave that up to the individual player/DM as appropriate. Let's start with the "sloppy-simple" and let groups work their way up. That way, each group's play can be as complicated as they need or want it, without being more complicated than necessary for them.
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