An 'Epic Levels' (or close to them) rant

Several thoughts:

You are correct about several printed settings, Greyhawk chief among them. A leading criticsim of the new Living Greyhawk Gazeeter was that they did not redress the problem stemming all the way back to the 1983 version, in that folks like Overking Xavener were 18th-level rogues and so forth.

The roots of this problem are the game system and the social constructs of the default D&D setting. Core assumption number one is that people in power must be the most powerful, or be thrown down. The second core assumption (and a highly flawed one, IMHO) is that any being more sufficiently powerful than a ruler would automatically desire to supplant that ruler. The third assumption (and this is probably owed directly to characters from Greyhawk like Robilar and Mordankanein) is that if they are not sufficiently dangerous, PCs will walk all over them.

Now, some of these concerns are entirely dependent on the individual game. A setting like the Valus, for example, assumes (as do many games) that social conventions can and do trump actual power levels. A king is a king by divine right and no one questions that fact...certainly the king could be killed, but to do so would not only undercut the very fabric of society, but possibly be both a blasphemy and ensure that no one follows his usurper. History is rife with cases where the established order sides with a weaker ruler due to claims of succession (the converse is, of course, also true). Other settings, such as Midnight, place you against a vastly more powerful rulership that you have no chance of unseating. Most campaign settings settle for a middle-ground.

The claims of needing necessary ranks in skills is, IMHO, over-stated. Excluding the PCs, most NPCs simply don't have or NEED that many ranks in most skills. Someone with 8 levels of Expert or Aristocrat has oodles of skill points to spend, not to mention ranks and feat bonuses galore. The perception of an NPCs eficacy is part of the issue and I think that's one of the things you're discussing. The PCs expect the high-priest of a religion to be his most powerful avatar...but that certainly doesn't have to be the case. However, some old habits die hard, and some folks still see NPCs in the same light as a friendly monster; friendly monsters should be powerful comensurate with the players experience may be the unspoken principle. In the case of clerics and theives guilds, this holds a certain logic.

In my game, the church of Pelor has two powerful figures: the living saints. One is a PC, and he's 25th level. The other is an NPC acolyte and he's only 1st level...but he's blessed by Pelor and everyone knows it. Neither one holds the rank of a bishop...at least the PC didn't until last session, when the uncomfortable clergy INISISTED he take the rank, for forms sake. They then saddled him with lots of paperwork. :)

By the same token, the PCs are now more powerful than the standing armies of some nations, let alone their rulers. However, that doesn't motivate the citizenry; starving peasants aren't turning to the fireball wielding wizard, regardless of his power...they want the local duke to ensure trade continues and the sale of their goods at the regional fair. They want the assured continual protection of the duke's guards and the law enforcement of his sheriff; Sure, a PC can slaughter that Owlbear threatening his farm with a flick of the wrist...but can they be there every week? For the whole town? The bishopric? The Valley? The Nation?

As an associated notion, the NPCs of a small nation bordering my PCs fortress/town has been fearful enough and the PCs have been dismissive enough that they've made a potentially disastrous decision in their choice of allies. The PCs have never outright threatened the bordering nation...but they are so powerful that since the PCs didn't use diplomacy to convince them of their peaceful intentions, they have forged a pact with some very powerful and evil beings to defend themselves against possible PC aggression.

So, in short, you can play it either way, depending on your tastes. If you have a specific concern, I'm sure we could take a crack at it.
 

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Storyteller01 said:
Not a barb...

Guess that's just my mind set then. I always thought (and have played, so my milage varies quite a bit) that be a noble or possessing a higher rank generally meant less fighting. Not much of a need to, unless honor dictates you lead from the front (not always true though).

ANymore thoughts :)

History is not D&D though.

"My lord, an orc horde is on the path."

"Well gee you guys, go kill it for me."

Not exactly heroism at it's finest.

D&D is not in any true way, shape or form history. Magic, monsters, and escalating hit points insure that.
 

Storyteller01 said:
I come from the 'role play/storytelling' school of thought, so you number crunchers probably won't be too worried about his... :p

I consider myself as much of a number cruncher as anyone but I'm not comfortable with the increasing number of high level adventurers either. Seems like the number of adventures written for double-digit levels is alot higher than in the old days (when 5-7th level seemed so popular)

I don't have a problem with high level rulers. Fantasy kingdoms would require exceptional skills to lead. However, I don't think they'd have to be the highest level characters in the kingdoms, their differences in power could be made up by followers/organizations. They'd just have to be high enough level to command respect from the other high-level people. IMC level of power is a fairly tangible thing - people don't usually mistake a 10th level person for a 1st level person or vice versa, even though there's no concept of level - except for spell-casters. It's hard to imagine that the leader of a clerical heirarchy can't cast the highest level spells in his group. Seems to me a natural thing the divine favor/mandate to lead would equate to spell casting level.
 

gizmo33 said:
I consider myself as much of a number cruncher as anyone but I'm not comfortable with the increasing number of high level adventurers either. Seems like the number of adventures written for double-digit levels is alot higher than in the old days (when 5-7th level seemed so popular)

And by 'a lot more popular', you mean more than two? [S1, S3] :D

There are more high-level adventures comparatively for two reasons: there's a lot more adventures being published, period; 3.0/3.5 features much swifter level advancement, such that people can actually obtain double-digit levels within a years worth of regular play, depending on frequency.

The overwhelming majority of currently published adventures still hover in the 5-7 range, because it's a very popular range. PCs are potent, but have not yet crossed the threshold into superpowered.
 

I imagine there are two kinds of rulers in a basic D&D campaign setting. The Conqueror (high-level), and the Inheritor (generally low-level). A Conqueror is going to be high-level. Once he dies, either his kingdom crumbles, or he passes his crown to an Inheritor. Then you get a line of Inheritors, until the next Conqueror comes along and beats down the Inheritor and takes the kingdom for his own.
 

WizarDru said:
The roots of this problem are the game system and the social constructs of the default D&D setting. Core assumption number one is that people in power must be the most powerful, or be thrown down. The second core assumption (and a highly flawed one, IMHO) is that any being more sufficiently powerful than a ruler would automatically desire to supplant that ruler. The third assumption (and this is probably owed directly to characters from Greyhawk like Robilar and Mordankanein) is that if they are not sufficiently dangerous, PCs will walk all over them.

Now, some of these concerns are entirely dependent on the individual game. A setting like the Valus, for example, assumes (as do many games) that social conventions can and do trump actual power levels. A king is a king by divine right and no one questions that fact...certainly the king could be killed, but to do so would not only undercut the very fabric of society, but possibly be both a blasphemy and ensure that no one follows his usurper. History is rife with cases where the established order sides with a weaker ruler due to claims of succession (the converse is, of course, also true). Other settings, such as Midnight, place you against a vastly more powerful rulership that you have no chance of unseating. Most campaign settings settle for a middle-ground.

The claims of needing necessary ranks in skills is, IMHO, over-stated. Excluding the PCs, most NPCs simply don't have or NEED that many ranks in most skills. Someone with 8 levels of Expert or Aristocrat has oodles of skill points to spend, not to mention ranks and feat bonuses galore. The perception of an NPCs eficacy is part of the issue and I think that's one of the things you're discussing. The PCs expect the high-priest of a religion to be his most powerful avatar...but that certainly doesn't have to be the case. However, some old habits die hard, and some folks still see NPCs in the same light as a friendly monster; friendly monsters should be powerful comensurate with the players experience may be the unspoken principle. In the case of clerics and theives guilds, this holds a certain logic.

In my game, the church of Pelor has two powerful figures: the living saints. One is a PC, and he's 25th level. The other is an NPC acolyte and he's only 1st level...but he's blessed by Pelor and everyone knows it. Neither one holds the rank of a bishop...at least the PC didn't until last session, when the uncomfortable clergy INISISTED he take the rank, for forms sake. They then saddled him with lots of paperwork. :)

By the same token, the PCs are now more powerful than the standing armies of some nations, let alone their rulers. However, that doesn't motivate the citizenry; starving peasants aren't turning to the fireball wielding wizard, regardless of his power...they want the local duke to ensure trade continues and the sale of their goods at the regional fair. They want the assured continual protection of the duke's guards and the law enforcement of his sheriff; Sure, a PC can slaughter that Owlbear threatening his farm with a flick of the wrist...but can they be there every week? For the whole town? The bishopric? The Valley? The Nation?

As an associated notion, the NPCs of a small nation bordering my PCs fortress/town has been fearful enough and the PCs have been dismissive enough that they've made a potentially disastrous decision in their choice of allies. The PCs have never outright threatened the bordering nation...but they are so powerful that since the PCs didn't use diplomacy to convince them of their peaceful intentions, they have forged a pact with some very powerful and evil beings to defend themselves against possible PC aggression.

So, in short, you can play it either way, depending on your tastes. If you have a specific concern, I'm sure we could take a crack at it.
Quoted for excellence.

In the campaign setting that I'm working on right now, the ruler of an important kingdom is 2rd level - he's a fifteen year-old boy. He is advised by a wazir somewhere in the 12th to 15th level range (still working out the details) and a 12th level marshal of his armies. In another kingdom, the ruler is an 20th level quasi-deity that is more than 1000 years old. The point? The PCs aren't going to Bluff or defeat in combat either of these rulers, but for very different reasons.
 

WizarDru said:
A king is a king by divine right and no one questions that fact.
Setting aside the fact that the divine right of kings was questioned all throughout history, I imagine it'd be a difficult doctrine to sustain in a world where a god can actually be asked whether or not King Bob has his blessing.

Though it'd be an interesting setting that actually had a valid divine right of kings... Where King Bob was literally chosen by god to rule. Sort of like Stasheff's Wizard in Rhyme series, I imagine...
 

JoeGKushner said:
History is not D&D though.

"My lord, an orc horde is on the path."

"Well gee you guys, go kill it for me."

Not exactly heroism at it's finest.

D&D is not in any true way, shape or form history. Magic, monsters, and escalating hit points insure that.

That's exactly how it works, though.

"My lord, an orc horde is on the path."

"Well, assemble your men and prepare for battle. I'll make the plans, delegate, and give orders. I'll get my advisors, we'll mount up our horses, and we'll sit in our tents planning or trot around the back lines keeping formation and directing units. You guys do the fighting, I'll focus on leading."

Leaders aren't supposed to be heroic. They're supposed to be leaders. And they don't last long as leaders by hanging around the front lines. They do say "Gee, go kill it for me." Because that's what leaders do - tell other people to do something. They just say it with authority and command.

Now, the aristocracy was often a warrior class. But their equipment generally far out-stripped anyone else's, they went mounted and, perhaps most importantly to note, they didn't get killed! They generally wound up getting kidnapped and ransomed off.

A leader without the proper social skills is going to end up getting knocked out of office, because the level 20 so-and-so who can take on anyone, but lacks the diplomatic skills to keep out of war, the knowledge skills to win a war, and the savvy-skills to realize he's going to be betrayed, is going to wind up being kicked out of office by the level 9 Aristocrat who's focused on Bluff, Diplomacy, Knowledge (tactics), and Sense Motive, who knows that people don't get into office by being the most powerful, they get into office by having the most powerful friends.

As Yair said, the best, most appropriate class for a leader is a bard.
 

WizarDru said:
And by 'a lot more popular', you mean more than two? [S1, S3] :D

Yea, almost. There were a few more than two - Q1 at least. Also, I group in non-module type adventures such as those that appeared in Dragon and Dungeon. Add to that a general impression from rules questions and such and I got the feeling that 1E level ranges were maybe averaging 8th level tops. That's not the impression I get about 3E from this board for instance - for example, the number of times someone posts and says "I have a 15th level character that's try to do such-and-such"

WizarDru said:
The overwhelming majority of currently published adventures still hover in the 5-7 range, because it's a very popular range. PCs are potent, but have not yet crossed the threshold into superpowered.

I don't think people are playing at those levels nearly as often though. In fact, I would say that's NOT the case for the WotC modules, or the Dungeon magazine adventures. The level distribution for those adventures is pretty linear (and in the case of Dungeon that's intentional). Other than that I don't have exact statistics. In 1E, RAW encouraged PCs to "stick" at about 8th-9th level - now the RAW for 3E causes them to blow by those levels.
 

Lord Pendragon said:
I imagine there are two kinds of rulers in a basic D&D campaign setting. The Conqueror (high-level), and the Inheritor (generally low-level). A Conqueror is going to be high-level. Once he dies, either his kingdom crumbles, or he passes his crown to an Inheritor. Then you get a line of Inheritors, until the next Conqueror comes along and beats down the Inheritor and takes the kingdom for his own.

I totally agree.

You can also get some pretty high skill-scores with only a few levels of Noble... you can get your diplomacy to +18 by 2nd level (5 ranks, +2 Cha, +2 synergy: Bluff, +2 synergy: Sense Motive, +2 synergy: Knowledge (nobility), +3 Skill Focus, +2 another feat). That assumes you're a human, but whatever. If you want to spread the feats around, you can have a +13 Diplomacy, +10 Bluff, +7 Sense Motive, or something like that. I'd say that was probably enough.
 

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