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

None of the anthology books have Tier 3 adventures. Candlekeep’s Level 16 one is the ceiling.

Waterdeep: Dungeon of the Mad Mage touts itself as going up to level 20. It actually covers levels 5-17, and then there’s one more dungeon level after that wherein the book kinda throws up its hands and says “maybe they’ll go up three more levels during this last part. I don’t know; who knows? See what happens.”

I think Vecna: Eve of Ruin is the only official adventure content published by WotC in the past 16 years that legit goes to level 20.

Personally, it takes me 2-3 years to get campaigns to levels 11-13 and by that time it does feel like time to start a new one, not keep going higher than that.
 

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If 3rd party producers won't make high-level adventures due to the possibility of limited sales... why would you think Wizards of the Coast would be happy to do it instead? Because they should create material for small groups of the playerbase just out of the goodness of their hearts? Do they not care about limited sales too?
Unlike 3rd party folks who are very dependent on their sources of income and generally don't have the resources for an anthology book, WotC could easily make a high level adventure or two in each of the anthology books they put out. Folks needing low and mid stuff would still eat it up, and the rest of us could get some high level adventures.
 

No one plays high level because no one writes high level adventures because no one plays high level...
If some of the adventure paths started at low level and went to high level, DMs would learn how to run high level games and players would learn how to play high level PCs. You'd probably see an increase in the number of high level games played.
 

The fact that published adventures stop at level 11-13 makes a lot of sense to me. In my experience, and in what seems to be many others as well, level 11-13 is the tipping point where the game starts to need to cater to your specific party composition, powers, and playstyle, in order to provide engaging, challenging, and somewhat coherent game material. By that point, PCs have many so options that planning for all possible options becomes impossible.
Paizo's adventure paths for Pathfinder 1st edition went 1st to 16th and they worked fine. The third Runelord trilogy went up to 20th, and that worked fine. I don't think it's easy to write for those levels but Paizo show it can be done and well. It's just a case of making a story that works over that length of time and players not getting bored (although in a good campaign why would you get bored).
 

Paizo's adventure paths for Pathfinder 1st edition went 1st to 16th and they worked fine. The third Runelord trilogy went up to 20th, and that worked fine. I don't think it's easy to write for those levels but Paizo show it can be done and well. It's just a case of making a story that works over that length of time and players not getting bored (although in a good campaign why would you get bored).

Paizo also stopped doing it. Theres a reason for that.
 

Paizo's adventure paths for Pathfinder 1st edition went 1st to 16th and they worked fine. The third Runelord trilogy went up to 20th, and that worked fine. I don't think it's easy to write for those levels but Paizo show it can be done and well. It's just a case of making a story that works over that length of time and players not getting bored (although in a good campaign why would you get bored).
Yes, that’d be my favourite way of making a level 1-20 adventure, make it a proper campaign of several adventure books. Like Paizo’s adventure paths or the old WFRP imperial campaign
 

I've run many 5e campaigns to high level, and every time I tell myself "never again," but then by the time the next campaign is approaching that tier 3 point I sort of forgot about that previous experience. "Never again, again."

I very much enjoy running games in tier 1 and 2!
 


Many D&D-like RPGs have gone down to 10 levels. Shadowdark, 13th Age, Shadow of the Demon Lord, Shadow of the Weird Wizard, and Daggerheart. Numenera goes to 6 (ish, you have sub-levels). So I think that's the common approach these days.
For clarity, I did not mean reducing the number of levels. I meant eliminating or replacing low level.abilities with higher level ones as you level, so the total number of things the players have to juggle remains manageable.
 

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