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In appreciation of low-level adventuring

I don't know if I'm quite ready to go all the way to E6, but the idea of focusing the D&D I run on very low levels, around 5th or 6th level and below, is growing on me.

Here's what's lead to that thought.

First, animals. Wild, ferocious, dangerous real-world animals are typically between CR 1 to CR 4 (at most). Tigers, Grizzly Bears and Great White Sharks (i.e Huge Shark) are CR 4. In the real world, taking a group of 4 or 5 people and telling them to fight a grizzly Bear, shark or a tiger while equipped with some swords, clubs and maybe a bow or crossbow would be quite a fight, for even some fairly tough hombres. They'd probably win, but it would be a challenge, and people would get hurt, maybe badly.

In normal D&D terms, if you think of a CR 4 creature, you generally think "that's not so tough". If you think of a great white shark or a grizzly bear, away from D&D, you'll probably think "that's a tough and dangerous animal!" 5th or 6th level D&D characters will shrug off an encounter with them as something that will be over in 1 round. People who could take down a beast like that in only a few seconds (with medieval-level weaponry) in the real world are pretty tough dudes.

Second, wilderness. In D&D, wilderness travel is often completely overlooked. Once PC's get to mid-levels, there is little about wilderness travel that poses a challenge thanks to travel-assisting magics and relatively high levels of the Survival skill (and Climb and Swim).

I'm in the National Guard. I'll admit I'm not out in the field horribly often, a few exercises a year, but last months I was at an exercise where I had to lead a fire team (i.e. a 4 man group, about the same size as a typical adventuring party) across several miles of wilderness alone to assault an objective. It really showed me how it can be a challenge to overcome terrain, deal with the environment, look out for ambushes, and so on. What in a tabletop game would probably be reduced to "you leave town and walk to the dungeon" in even a low-level adventure was on it's own as much of a challenge as the actual fight.

Those two facts together made me realize that as D&D players we often gloss over low-level play, most games I've played in either start at 3rd to 5th level and quickly level to the high single digits, or start at 1st level but level up very quickly (as in one level per session) until they are around 6th level or so.

Third: Precedent. Back when I was first starting to play D&D, the implication was that higher level characters were super-rare. A 9th level Cleric could be a Bishop over a major area, with a 14th level character being a Pope-like leader of a world faith (according to the old 2e Castle Guide), 1e certainly implied that characters in their teens in levels were world-scale movers and shakers by making some classes not even go up to 20th level, in 2e a 15th level Druid was the leader of all Druids in the game world. Being out of single-digit levels meant you were a "somebody" who people might know far and wide. Nowadays, it seems to mean you finally got high enough level to get your Prestige Class and actually have the basic skill set to be a real adventurer and out of the "boring" stuff.

The very first D&D product I ever bought was the old "Black Box" Basic D&D set, with Zanzer Tem's Dungeon. Said villain was a 5th level Magic User who was the villainous overlord of a mid-sized town. A 5th level mage was strong enough to bully a town without having anybody who could easily knock him over coming by (until the PC's get that high level). Speaking of 5th level Magic Users being nothing to sneeze at, we all remember the famous "Gandalf was a 5th Level Magic User" Dragon Article. By that old 2e Castle Guide, it suggested that a 5th or 6th level Cleric would be the Parish Priest for a town or similar area.

Now, low level play can have it's downsides, with hit point totals so low that a character could go from fit to dying in one lucky hit, but that seems like something easier to fix than making characters instant superheroes where even "weak" characters can handily outperform people who in the real-world would be quite tough and impressive in their deeds.

Who else has sat down and thought that the experience of low level play has been underappreciated?
 

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I enjoy low level play, even with very vulnerable characters. These are the important times for players to realize that teamwork and creative thinking are important.

As power levels rise, the ability to use brute force to solve everything becomes a more viable tactic. This is why powering up 1st level characters defeats the purpose of 1st level. Knowing that getting thumped once by a sword could kill you is something that we can all relate to as actual people. Under those conditions it is natural for those that enjoy survival to actually operate as if they did not want to get hit with a sword. :)

Once levels are gained and confidence that a single thrust won't end things sets in, more options become viable. All through their adventuring careers, characters will have options in dealing with obstacles. The lessons learned at level one are vital for teaching the full array of options.

A fighter than can always win via brute force might not ever learn to fight smarter.
 

Back in the day, we tried playing campaigns which started at some ridiculously high level, such as level 30+. For the most part, these games got kinda boring relatively quickly.

If I was to DM any modern D&D edition again (3.x, 4E, etc ...), I will only do some short campaigns at low levels. I just don't have the patience anymore to do high level stuff, due to stuff like slow combat, paperwork, nightmarish bookkeeping, etc ...
 

I'm very much on the same page.

All of my future 4E campaigns are going to be Heroic Tier, with a short drift into Paragon (but no higher than 15th-level) if the story - and the players - demands it.

I've also reduced the levels of classic monsters - orcs, ogres, trolls, giants, demons etc... - to the same level as their hit dice in 1E. It works really well and ensures they can be used in the Heroic Tier.

If I was going to run 3.5E or Pathfinder - or even earlier editions - I would be doing the same. It's easier to DM, easier to play and the rules don't break down as quickly as they do at higher levels - and that is an edition-free comment.

As part of this, I expect the PCs to hold some sort of leadership position appropriate to their class by the end of the Heroic Tier, similar to 1E's concept of name level.
 

More options always means less flexibility. If there is a rule for something, you have to use that rule if you want to do it. And especially d20-systems only allow you to do things if you have unlucked them for your character. Everything takes longer and you lose opportunities to go off the premade path.
Less rules means more game.
 

I like starting off "gritty". My Carrion Crown campaign has a low-point build (12 points) and death is permanent in the game, so characters had to be extra careful. I even tinkered with the idea that the first couple of levels must be started with NPCs classes. At 1st level, everyone is a commoner, at 2nd level, they become warrior, expert, or adept. At 3rd level, they take their 1st level in a regular class (fighter, oracle, cavalier, paladin, etc.).

But since we're playing an AP, I wanted the players to be able to accomplish things and even the power level in other aspects so that some encounters don't become too much for them so I gave hp kicker, a fate point to avoid death once in the campaign, put them on the fast XP progression (so that they'll be on average 1 level above the encounter level) and of course Harrow Card draws where they can get up to four draws per adventure.
 

I very much enjoy low-level games; I start losing interest in D&D as it creeps past 10th level - it starts crossing into the realm that feels more like a superhero comic than a S&S fantasy world. While I'll look at what is available at high level (teleport, finger of death, wish) it doesn't come up in my game where it becomes a regular feature. For what I play, the game could really stop around 9th-10th level and I'd have all the material I need for my regular games.

However, given that, I understand some folks prefer to reach or exclusively play at those superheroic or epic levels of power. And if I were them, I'd want the game to work at those levels without turning into an unplayable mire.

In my belief though, D&D has never been able to properly handle that shift into high power. It's put in place mechanics, but I don't get the sense that the designers put the effort into making it work - as if they simply didn't understand why someone would want to continue playing at that level of power. Or what kind of things you can do as you hit double-digit levels.

So I don't think we can leave that out of D&D without annoying a segment of the population, but the question is: do we want it in core where's it there but not supported or should it be a separate module that gets rigorous attention and support. Should how different it makes the game play regulate it to being printed separately so you can highlight how it's different and "do it right"?

On a side note, I REALLY wish they incorporate high level into the playtest (yeah, I know - I won't play it, why should I care?). However, I doubt they actually will. Like all the previous playtests I know of, they focus on a handful of low-levels and "trust" that high-level play will work itself out. Which didn't work before. WotC really ought to let those who enjoy high level take it for a test spin and point out what it needs to make it work for them.
 

I'm not sure if I like low level, or if I like levels to be much flatter and the game to focus on power level equivalent to low level D&D. Maybe that's not a big different between them.

But the entire paradigm of mid and high level D&D superheroes I just can't really grok. At all. It's just way too weird to me.
 

I don't bother playing past level 10 and haven't done so for a while now, except for a couple of deliberate 'high level Total War scenarios (started as a level 18 Druid) and an Epic superhero/demigod game.

I really liked the Basic/Expert - Companion - Master breakdown of yore with the explicit understanding that high level PCs would be settling down to run domains and mass combat rather than exploring dungeons...
 

I really liked the Basic/Expert - Companion - Master breakdown of yore with the explicit understanding that high level PCs would be settling down to run domains and mass combat rather than exploring dungeons...
I've always thought the notion that the "natural" higher level endgame was domain management was an odd conceit. If you consider James Bond to be a relatively high level spy, for instance, does it make sense that he give up being a field agent and should instead move naturally into M's role? Because that's basically what that endgame paradigm seems to be saying. It doesn't make a lick of sense in other genres, so why is it assumed to be the default in this one? Does a "high level" law enforcement character like John McClane naturally become the head of the FBI? No, he keeps doing what he was doing. He's just a lot better at it than a rookie.

But then again, I also despise the dungeoneering paradigm too--also one that has little to no reference in the kinds of fantasy fiction that I like reading.
 

Into the Woods

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