D&D General Adventurers in Faerun-The Book of Low and Mid Level Adventures?

In a setting book, rather than actual adventures, I think lore reasons/opportunities for high-level adventures would be easier to write and more useful at the same time. An author who's never heard of you can't predict the specific crazy abilities of your party, but they can go "a lich in Daggerdale is replacing farmers with his shapechanged dragon slaves to monopolize wheat production, Elminster needs a group of 18th-level flunkies to sort it out for him before his scones start getting more expensive." Add in some local flavor and some setting details, and let the PCs figure out how to solve the problem.

You've read my DM notes then!!!
 

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Neither is upsetting 10% of your players over a minor inclusion that won't affect things very much. Giving pretty much nothing to that 10% is also rarely a good strategy.

Its not 10% its closer to 1%.

The 10% do get the occasional level 10-14ish adventure in the anthologies.

Page count is probably a factor. Xp budgets lend themselves to very large encounters or 1-3 very tough monsters.
 


Its not 10% its closer to 1%.

The 10% do get the occasional level 10-14ish adventure in the anthologies.

Page count is probably a factor. Xp budgets lend themselves to very large encounters or 1-3 very tough monsters.
No it's not. D&D Beyond's campaign level spread image shows 13% of campaigns at levels 10-20, and their Campaigns by Tier of Play image says 90% stop by level 10, leaving 10% for high level. So their information shifts a bit, but at least 10% are at levels 10+.
 

That kind of proves my point: Teleportion Circle, which is equivalent to Travelling in WoT, is a 5th Level Spell, thst is, it comes online at Level 9 in Tier 2.

Other than a few maneuvers with powerful ancient artifacts, other stuff in Wheel of Time is, similarly, mid-Level. And itnis Epic.

That's what I am saying: people feel like they have arrived as globe-sacing heroes at Level 9. Then they beat a BBEG, ride off into the Sunset a few Levels later.
Mid level is for the non-channelers. In the books, Channelers often perform 9th level magics almost as soon as they start learning how to channel, because power level is established at birth, rather than learned.
 

No it's not. D&D Beyond's campaign level spread image shows 13% of campaigns at levels 10-20, and their Campaigns by Tier of Play image says 90% stop by level 10, leaving 10% for high level. So their information shifts a bit, but at least 10% are at levels 10+.

Aware. Apparently that number drops to 1% by 15 or so.

So high level published support really is 10-13 or so tops. With a couple of exceptions. Both of those exceptions are considered bad.

Older material the highest level APs people love. They're really living the first few installments not the later bits. Theres no high level adventure any edition thats considered a classic. Theres a handful in the 10-14 range eg demonweb pits. Im talking about 14+.

No one cares that much about the CMI adventures or Labyrinth of Madness of
r the level 21+ Paizo ones or 14+ Dungeon ones.
 





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