100%I think it's an older problem than 2014.
Same with Monk. It's always been an iffy class.
High level has always been an afterthought in D&D in all but one edition. Afterthoughts tend to not sell unless there are other attractive elements.
100%I think it's an older problem than 2014.
Same with Monk. It's always been an iffy class.
100%
High level has always been an afterthought in D&D in all but one edition. Afterthoughts tend to not sell unless there are other attractive elements.
The level of effort in ignoring the point is painful. It doesn't matter what they were deliberately making design choices to simplify for whole not considering the results of those deliberate choices on other areas of play. The end result of deliberate design choices in 5e is still that only the one one style of high level gameplay has the mechanical tools needed.That doesn't mean deliberately designed high level to one shots only. They may have just not cared or thought about high level that much. Consequences can be and often are unintended.
Exactly .The level of effort in ignoring the point is painful. It doesn't matter what they were deliberately making design choices to simplify for whole not considering the results of those deliberate choices on other areas of play. The end result of deliberate design choices in 5e is still that only the one one style of high level gameplay has the mechanical tools needed.
this,It's really simple
High level D&D is ..
1) High level magic spells
2) Low level everything else with 200-300% power
60% of the group don't get a new experience.
So they start over with new campaigns once the campaign arc ends
There's nothing wrong with that. I I were to put out a "High Level Handbook" I would definitely talk about how to start campaigns at different tiers. There are ways to think about those characters differently than "been adventuring a while." There are ways to build backgrounds and histories for both individual characters and the group as a whole that anchors them in the world.this,
if you hope to get to level 20, you better start your campaign at level 11+.
As an option, that would be cool. But not everyone want's to play fantasy simcity. Some people still want to kick ass and chew bubble gum. And they want to do it at grand scale. Domain management fundamentally changes game play unless it's something that is done via few rolls between sessions. They are interested in personal power growth and how much cool stuff they can do personally.
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.
because I am not the least bit interested in things the higher levels make possible.
Another question might be, why would anyone want to play D&D level 20 trying to be a god, when they could pay Nobilis?
Why expand the D&D framework to handle phenomenal cosmic power, instead of using a framework that has that power as part of the base design considerations?
The answer to that question is apt to inform the question the OP poses.