Sword of Spirit
Legend
You realize that the PHB and DMG already do this, and suggest starting at Level 3 as the norm...?
Yep, and their statements were off. My brief examples were more accurate to the actual nature of how play works at those levels. The need to be accurate was part of the point I was making.
I know that these sorts of tiers appeal to lots of folks. I hate them. I think that threat inflation leads to boring, predictable stories where the stakes no longer really matter. And I think that's why so few campaigns run to high levels: the stakes have become unrelatable.
Above all, I do not do world/universe/multiverse ending plots. Maybe I would if I was ending the campaign and wanted to commit to potentially never using that setting again with that group of players, but otherwise, the stakes could not be more fake.
I just build stories out of the character's backgrounds and choices and then adjust the threats to their character level. So, for eample, in my home campaign the characters are finally getting around to revisiting the estranged father of a party member; I've known for awhile that he is in trouble with a local consortium, but since they are now level 7 the goons strong arming him will be trolls instead of ogres, etc.
So what I'm hearing you say is that D&D levels are mostly meaningless to your adventure concepts? From that perspective, yeah none of this is going to matter.
Honestly, you might be better off just not having players gain levels in that sort of play. Decide which level mechanically works best for you and just stay there. "Guys, I'm planning a long campaign here, but we won't be gaining any levels. Everyone will be level 6 the whole time, because that lets us beat interact with the study." There are role-playing ganes that lack D&D style advancement and do that sort of thing. But I don't know that D&D in any edition has really been designed for level to be irrelevant in that matter.
Now I realize that you might have social or other reasons for choosing D&D to play that way, and I'm not saying "don't play D&D like that". We're talking on a theoretical level, where I'm making the point that D&D is designed for different level ranges to offer very different experiences, and I think the mismatch between that reality and people's expectations might be behind a lot of the distaste for high level play. Its something different by design, and you either are interested in it or not.
The problem I would have is that I would need to run another campaign before I get to this one. I would want something that ties in to how the PCs get there. I might never get to play that or I'm waiting for someone to make a 1-10 lead in.
The other point in an earlier post was to use planar sites and the Blood War to challenge these PCs. I might like that once, or once in a while. I do not like D&D in space or other planes. I like D&D saving a town or raiding a crypt to find a magic sword. This style tends to be levels 1-7 or up to 10ish.
I did like the shift to make low level go by fast and then slow the 'sweet spot' of levels 3-10 or whatever. Then make high level go by fast again. I think a lot of people have gone to leveling not based on XP but on story. Not sure if this slows the sweet spot unless the DM is watching.
I think you're in that same situation. High-level play is a specific D&D thing that you aren't even theoretically interested in.
To cycle back to the examples I was giving about more accurate tiers of play--a major reason that would be useful is so people can clearly see how play is supposed to work in those various level ranges and pick the level range they want to play in. The tiers could be given example comparisons to various books and movies and such so people would have clear frames of reference as to what they are intended to enable and represent.
I just think that a disconnect between the adventures a group want to play and the mechanical design realities of the level range they are playing at is part of the issue people have. The assumed level progression and how the experience is supposed to change in D&D is very much idiosyncratic to D&D. If you aren't interested in that very particular experience, you likely won't enjoy a level 1 to 20 campaign. My suggestion is that this all be made much more clear and explicit in the customer facing materials so that people know how to get the play experiences they want.
For instance, I actually enjoy the classic D&D full level spectrum experience where you might start as a kid on a farm and end up literally ascending to godhood, with the campaign passing through multiple play experiences on the way. (I also like D&D experiences focused on a more specific limited scope.) But I know how D&D does things and am not constantly irritated by a mismatch between expectations and design realities.