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

7% isnt much less than 10%. Does t change overall argument.
Absolutely right, which is why I am arguing it. You said it was closer to 1%. It's not. 7% is closer to 10%
Would you pay me to run a high level game? Assuming I lived nearby. Minimum wage here is $20 something an hour?
I wouldn't pay you to run any game.
No one really want to run those games. Are you willing to do it?
I do it for free every time I run a campaign. My campaigns go from level 3-16+, usually ending at 18th-20th.
 

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This is just pure curiosity on my part, but is there a reason that you didn't just write 13-20?
Because the genre of 1-4 feels extremely different from 5-8. 5-8 feels extremely different from 9-12. ... 13-16 feels extremely different from 17-20.

Especially the high tiers are different kind of superhero genres. 9-12 is humanish Batman. 13-16 is, say, superhumanish Professor-X. 17-20 is Superman.

When designing adventures, settings, and their defacto genres, it is helpful to keep in mind their appropriate incremental tiers. Part of the problem with 5e high levels is the designers havent really been thinking in terms of tiers.

The tiers feel quite different from each other.
 

Do you have any that you would recommend?

For starters, I 100% recommend people check out One-Shot Wonders, which is a big book of modular adventures.

It looks like the excerpted versions on D&D Beyond only go from levels 1 through 8, but the big blue hardcover book has a chapter of legendary adventures, all level 9 and up and two for level 19. And all of the adventures have notes on how to scale them way up to be an even harder threat.

ENWorld Publishing also sells a book called High Level Adventures which includes adventures from levels 10 to 16.

And Elderbrain sells Torrents of the Spellhoarder, a nautical campaign for levels 16 to 20. And all Elderbrain books are ridiculously supported with additional material.
IIRC, Odyssey of the Dragonlords and Raiders of The Serpent Sea both go from 1-20 as well.
 

Absolutely right, which is why I am arguing it. You said it was closer to 1%. It's not. 7% is closer to 10%

I wouldn't pay you to run any game.

I do it for free every time I run a campaign. My campaigns go from level 3-16+, usually ending at 18th-20th.

Still sub 10%.

What company pray tell is going to cut 90% of their potential customers out?
 



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.
Like what, specifically? I mean, you are right that Vancian casting is a poor model for Chanelling, but it is not clear to me that there is much flying around that can't fit at Dpell Level 5 and lower.

Particularly since Hirdan is clearly operating out of a B/X paradigm with 0lenty of save or due effects.
 

Like what, specifically? I mean, you are right that Vancian casting is a poor model for Chanelling, but it is not clear to me that there is much flying around that can't fit at Dpell Level 5 and lower.

Particularly since Hirdan is clearly operating out of a B/X paradigm with 0lenty of save or due effects.
What 5th level spell can call lightning that goes in many different directions along every corridor and room of a giant castle, killing only the enemy? What 5th level spell can raise a mountain or destroy one? What 5th level spell can remove the tops off of several hills at once? What 5th level spell can kill someone such that they die seconds to minutes back in time, undoing all that they did during that time?

Those are just a few examples.
 

What 5th level spell can call lightning that goes in many different directions along every corridor and room of a giant castle, killing only the enemy? What 5th level spell can raise a mountain or destroy one? What 5th level spell can remove the tops off of several hills at once? What 5th level spell can kill someone such that they die seconds to minutes back in time, undoing all that they did during that time?

Those are just a few examples.
I will grant that Disintergrate (which h os all Balefire is, with a few ribbon riders) is in fact a 6th Level Spell, so comes online at Level 11. Still goes to the point of what is high level in popular fantasy fiction versus D&D.

The other instances thst yoy mention are not normal by-the-rules occurrences and require magic items or literally self-imolating.
 

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.

Travelling is definitely not like teleportation circle that can only take you to specified locations. It's way more like 7th-level teleport. And then the dream walkers have something akin to 9th-level astral projection. Now, channeling doesn't do everything D&D does, but of what it can do, channelers--or at least those that are the beneficiary of the lost techniques from past ages--do 7-9th level effects that would fit in various schools in D&D.
 

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