Mustrum_Ridcully
Legend
I liked the idea of E6 very much, but I never tried it, ultimately because one thing is missing - I like high level play. I hate its complexities and mindless number-crunching, but I want to have those amazing powers higher level characters have, be it by spells, magic items or class abilities. I like the plane-hopping, the teleporting, and all that.
The game is different at higher levels, not just because of the numbers. There are different abilities at work, different things at stage.
If it wasn't for the preparation and the lack of good modules at high levels, our group would have ventured in epic levels, just to enjoy the view from there.
One of our fellow posters, Fenes runs a higher level campaign pretty succesfully. His play-style seems very different from ours, and using what he does is a lot of work if transferred to that of my group, but a major factor that seems to help him is:
1 Less combats (that's the part I couldn't do)
2 Throw away all those buffs and magical items that just create number-crunching. (Because of my objection 1, 2 gets insanely more complicated.)
Really, to "fix" the high level game, you "just" have to take away most of the stuff that just changes some numbers. Options, not restrictions was one of the mottos for 3E. The 3E fix is Options, not numbers.
Teleport is an option. Mass Cat's Grace is numbers.
Of course, spells like Scry, Teleport or other "utility" spells create their own problems on adventure design - but I feel they can be dealt with better. You know there is a time where you do the overland-travel, and there is a time where the party needs their teleport spell in the first place to get where they want.
The game is different at higher levels, not just because of the numbers. There are different abilities at work, different things at stage.
If it wasn't for the preparation and the lack of good modules at high levels, our group would have ventured in epic levels, just to enjoy the view from there.

One of our fellow posters, Fenes runs a higher level campaign pretty succesfully. His play-style seems very different from ours, and using what he does is a lot of work if transferred to that of my group, but a major factor that seems to help him is:
1 Less combats (that's the part I couldn't do)
2 Throw away all those buffs and magical items that just create number-crunching. (Because of my objection 1, 2 gets insanely more complicated.)
Really, to "fix" the high level game, you "just" have to take away most of the stuff that just changes some numbers. Options, not restrictions was one of the mottos for 3E. The 3E fix is Options, not numbers.

Teleport is an option. Mass Cat's Grace is numbers.
Of course, spells like Scry, Teleport or other "utility" spells create their own problems on adventure design - but I feel they can be dealt with better. You know there is a time where you do the overland-travel, and there is a time where the party needs their teleport spell in the first place to get where they want.