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*TTRPGs General
3.5 high level woes and Paizo's hand in it.
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<blockquote data-quote="DM_Jeff" data-source="post: 4705880" data-attributes="member: 3687"><p>Many of these observations are completely valid for some groups. </p><p></p><p>Two important factors to managing high level play are having a DM very on top of the flow of the game and never running anything exactly as written (it must be tailored for your group, because no one knows it but you).</p><p></p><p>Second is a good group of friends who knew the rules and worked together not against each other.</p><p></p><p>No, my answer is not just "the right DM and the right players", but it's a titanic factor, in my opinion.</p><p></p><p>I ran <strong>Shackled City </strong>up to 20th level with 6 characters, and even wrote a sequel bringing the players to 21st level. It was fun. Obviously different from the levels of the 5-15 level range to be sure, and some combats ran longer or shorter than others, but it was all fun. I wouldn't want all encounters perfectly balanced, in fact. That's just me.</p><p></p><p>I've run <strong>Rise of the Runelords </strong>to conclusion at 15th level and <strong>Crimson Throne</strong> to 14th and the only grind came at the very final encounters in both campaigns. And, looking back, I realise I no doubt should have taken a few extra minutes to study up on their resources and modify for my group. Were they still fun? My group and I had a blast each time. No kidding.</p><p></p><p>I eagerly await some of the changes Paizo says it will bring to the Pathfinder RPG for high level play. Mostly because, as so many have pointed out, they clearly see the problem from the perspective of those who designed the most adventures for it. And if it smooths out some more problems as it goes, each game can be better for it.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 4705880, member: 3687"] Many of these observations are completely valid for some groups. Two important factors to managing high level play are having a DM very on top of the flow of the game and never running anything exactly as written (it must be tailored for your group, because no one knows it but you). Second is a good group of friends who knew the rules and worked together not against each other. No, my answer is not just "the right DM and the right players", but it's a titanic factor, in my opinion. I ran [B]Shackled City [/B]up to 20th level with 6 characters, and even wrote a sequel bringing the players to 21st level. It was fun. Obviously different from the levels of the 5-15 level range to be sure, and some combats ran longer or shorter than others, but it was all fun. I wouldn't want all encounters perfectly balanced, in fact. That's just me. I've run [B]Rise of the Runelords [/B]to conclusion at 15th level and [B]Crimson Throne[/B] to 14th and the only grind came at the very final encounters in both campaigns. And, looking back, I realise I no doubt should have taken a few extra minutes to study up on their resources and modify for my group. Were they still fun? My group and I had a blast each time. No kidding. I eagerly await some of the changes Paizo says it will bring to the Pathfinder RPG for high level play. Mostly because, as so many have pointed out, they clearly see the problem from the perspective of those who designed the most adventures for it. And if it smooths out some more problems as it goes, each game can be better for it. -DM Jeff [/QUOTE]
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