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Sweet-spot: what's the "magic level?"

I agree....WOW LOOK AT ALL THE GAMERS AGREEING.... : )

Though I have found that lower levels are hugely fun. A lot of the "balance" (i so hate that term these days) issues 4E and etc. addresses can be found with a good old Wand or Staff.

In the OD&D (with chainmail) game I played, casters could cast from scrolls above their level. That alone has a huge impact on overall "sweet spot".

But yes, to me, Fireball is the milestone. You a Big Wizard now. : )
 

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For 4e I really like 2-6 or 7 and then it lulls and then has another good chunk from 10-16.

For 3e, I really like 3-7. 1-2 feels like I'm playing to get the character I want. And over 7 or 8 it tends to get a bit unwieldy.
 


My experience is that 5th-8th is where groups seem to hit on all cylinders and the challenges are exciting, but not too swingy.

1st-3rd is the "culling" levels, where groups tend to struggle to survive due to lack of abilities, hit points, metagame knowledge or all three. At 4th, everyone's class is close to getting in their groove. Above 8th characters gain powers that become troublesome to keep in line - masses of hit points, abilities or both. Above 12th and save or die effects become too common, as it becomes the only way to wear down characters (or monsters) and keep things "exciting".
 

For 4e I really like 2-6 or 7 and then it lulls and then has another good chunk from 10-16.

Gotta agree with this. The areas around the end of tiers are pretty terrible because there aren't enough monsters just slightly tougher than the PCs as the monsters 1 or 2 levels higher than the PCs are in the next tier and significantly more powerful; and then of course there is no good Epic material so there's no 21-26 sweet spot.
 



E64L

(E6 For Life)

Seconded!

In 3.X era games, I really enjoy playing and running games from 3-6th levels. I greatly prefer to run E6 games because of this. @Stormonu makes a good point about levels 1-3. I think level 3 is when the characters first really start to feel like the archetype wizard, fighter, rogue, and cleric (or whatever class). It is here that they finally have enough abilities to be actually competent in their field.

Also, I find high level play boring, even as a player, and too annoying to run as a GM. If there is something that I want from high level in my games, it can be an artifact or a plot point-these drag less than my experiences with high level play.
 
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