In most editions of D&D I want the high level wizards gone when I run things because they make it so I can't reasonably get the campaign world to work in my head. I also want the high level clerics and druids and bards and monsters gone too.
High tiers are a different kind of game than low tiers.
The low tiers are more like reallife, or like Game of Thrones or Tolkien.
At low tiers the low-tech world of medievalesque notions can work.
But high tiers are high-tech. It is a different kind of world.
The teleportation, long distance scrying, communing, resurrecting, mind dominating, castle negating, and army defeating spells make it hard for me to picture why any of the medieval trappings are there.
Teleportation is nonproblematic.
Scrying is like hacking into security cameras.
Resurrection is nonproblematic.
Mind-dominating is potent, also manageable.
Castle negating is also like modern life. Think about why we dont use castles today.
Think about how security today works.
5e lacks "army defeating" spells. Maybe Meteor Swarm but its use is limited.
And if the high level casters are gone, I'm not sure why I want a fighter with 200 hp either going around single handedly defeating armies.
If there are lots of high level baddies around I wonder how everything isn't hell on earth. If there aren't, then I wonder why the high level good guys haven't teamed up to clear the countryside of the moderate level ones. And if there aren't other high level good guys then I wonder why the high level bad opponents don't appear until the party is high level. Or if they were there why they haven't nuked anything that might develop into a threat. Bleh.
This actually the part of high tier gaming that is fun. As a DM, I get to watch players creating the setting! They are doing the city-building, the world-building.
As a DM, think about how the city and the world respond. Encourage players to build stable institutions. Enjoy the worldbuilding as it happens in live time.
And so to stop myself from overthinking in my world building and campaign running I'd like the whole thing to stop earlier.
If I'm playing in a game? Meh, I can deal with the world not making sense (in the sociological, political, economic, warfare kind of ways) as long as the DM can put up with my questions about exploiting the gaps. So I'm good with the high level wizards there.
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I wonder what would happen if they harkened back to the old basic line way of dividing things.
Say the PHB1 was sort of like BE and 1/2 C with the rules for the characters for that, and PHB2 was the rest of C and MI with all of the things of that level. So the first book focusses on characters dealing with the local area, cities, and kingdoms, and the second focusses on the world and the planes beyond.
This is probably a good idea. The "core" Players Handbook should probably only cover tiers 1-4 and 5-8. Maybe, 9-12.
But have the superheroish levels of 13-16, 17-20, and epic 21-24 in a separate Players Handbook.
Selfishly I could just use the PHB1 when running things. And then if I was playing I could use both.
Yeah.