The video was good, and title not too much clickbaity (in a sense, is not those "You are playing the game wrong" or "You will not belive that..."), some good points too.
5e is one of the most popular edition, and the start for many people, including me. As a DMs, there is little guidance for new ones, but at low level errors don't matter. Forgetting a spell component, not reading well in a spell... happens.
But high level? There is so scarcity of teaching material, you can not simply "try, error, retry" in high level. An error can ruin a campaign. Rules wise the game supports high level (with one caveat: for me, every spell after 5th level should not be a level-up freebie, but should researched or granted with difficult). DMs need a book reference before entering to high level.
To me, a book of this should have:
1)General Advices on running the high level of the game
2)A run down of all spells of the game 6th level and up: What a party with that spell can do in an single phrase, what a NPC / BBEG can do with that spell, common counter tactics. Think of "The monsters know what they are doing", but with spells.
3)Same for magic items.
4)A way to prepare a "DMs Characters Sheet": a mirror of the players' ones but with information that helps a DM during the play, like what a caster could use, the common tactic of a melee player, and so on.
5)Lot of high level adventures seeds to give you inspiration
6)Example of high level encounters, combat and not.
That would encurage people to at least try high level.
5e is one of the most popular edition, and the start for many people, including me. As a DMs, there is little guidance for new ones, but at low level errors don't matter. Forgetting a spell component, not reading well in a spell... happens.
But high level? There is so scarcity of teaching material, you can not simply "try, error, retry" in high level. An error can ruin a campaign. Rules wise the game supports high level (with one caveat: for me, every spell after 5th level should not be a level-up freebie, but should researched or granted with difficult). DMs need a book reference before entering to high level.
To me, a book of this should have:
1)General Advices on running the high level of the game
2)A run down of all spells of the game 6th level and up: What a party with that spell can do in an single phrase, what a NPC / BBEG can do with that spell, common counter tactics. Think of "The monsters know what they are doing", but with spells.
3)Same for magic items.
4)A way to prepare a "DMs Characters Sheet": a mirror of the players' ones but with information that helps a DM during the play, like what a caster could use, the common tactic of a melee player, and so on.
5)Lot of high level adventures seeds to give you inspiration
6)Example of high level encounters, combat and not.
That would encurage people to at least try high level.