Zardnaar
Legend
I do tend to use them in greater numbers - since I know how vulnerable lone monsters are to those sorts of spells.
Cheers!
They had support from around a dozen CR2-5 creatures. Hunger of Hadar and world tree barbarian.
I do tend to use them in greater numbers - since I know how vulnerable lone monsters are to those sorts of spells.
Cheers!
[Note: I did not read the whole thread, so this has probably already been said multiple times, but here I am anyway]
You forgot "Because WotC won't make good high level content."
Responsibilities are the difference between world of cardboard and injustice . I don't agree with everything upper krust wrote, but it's critical for high level PCs to need their player to care about the world once the game reaches high levels and it causes problems for high level play when they stop before even reaching high levels.See notes about Superman and Wonder Woman - when what you can do becomes more central to play than why you choose to do it, there are media other than RPGs that are apt to handle it better.
Responsibilities aren't character. Adding more tactical concerns does not counter my point.
I submit that those would be better served with their own entire games, rather than something bolted on the side of a small-group tactics and action-adventure game like D&D. Especially when the story that personal power of violence naturally leads to power over the people of a nation is... fraught.
Nobody said is was impossible.
The thread asks a question - Why do higher levels get less play? Among the answers may be that writing compelling content that calls for an RPG at that power level is hard. That it isn't impossible doesn't change that it is hard, and doing much of the same thing is pretty easy at lower levels.
As has been noted by many a viewer of long-running programs, while one might assume that even greater risk makes a story more emotionally resonant, it often doesn't. The game of having to one-up your own stakes to hold interest is where "jumping the shark" comes from, after all.
But you have probably already told that story several times over at lower levels - Lois or the innocent bystander? Lois or the innocent bystander orphan child? Lois or the entire Daily Planet building? Lois or the city? Lois or the country? Lois or the world? Lois or the Universe?
It is... kind of repetitive, and after a couple of iterations doesn't reveal anything new about Superman, as it isn't a fundamentally new question, especially when Superman never seems to fail to save both anyway.
That's what I mean by it reducing to a tactical exercise. We already know what Superman will choose - the only question is how he manages it this time.
Superman and WW are not great examples for this, because they start basically fully powered. As I mentioned upthread, I'm running a Baldur's Gate II campaign.Eh? The point we run into is that higher level play speaks to greater power, but it doesn't speak to greater character development.
Once you have sufficiently explored who a character is at lower levels, the upper levels are at risk of narrowing down to become mostly a tactical exercise. And while I think there's some market for that, I would be unsurprised if broadly the draw of RPGs drops off as character exploration narrows to mostly be in tactical concerns.
We can actually look at fiction for the point here: There are some powerful characters (like Superman and Wonder Woman) who are notoriously difficult to write well in large part because handling what they can do tends to overwhelm the story, and the character's personality ceases to play a large part in the turns of events.
It's not thatHigh level content doesn't sell.
They made it for previous editions.
It's not that
Really it's that D&D for 40 of it's 50 years has been designed by fans who heavily glamorous low level play and had no, little, or passing interest in play above level 10.
It's hard to sell products for parts of the game the designers actively don't care about.
Responsibilities are the difference between world of cardboard and injustice .
I don't agree with everything upper krust wrote, but it's critical for high level PCs to need their player to care about the world once the game reaches high levels and it causes problems for high level play when they stop before even reaching high levels.