Whizbang Dustyboots
Gnometown Hero
No one is impugning Matt Mercer and there's no need to run to his defense.Mercer would have no difficulty challenging this party through 20th level - as evidenced by him doing the same thing in campaign one ((when they had an extra-dimensional Scanlan Shorthand Magnificent Mansion.
The current campaign is very close to the natural ceiling of fifth edition, that's all. Yes, there are things he can (and is) doing to challenge his players right now, but the bag of tricks is a lot emptier than when it started.
Who's lamenting anything?I still do not get this fear that DMs have of higher levels. The game changes as PCs advance. Things that were a challenge at lower levels become trivial at higher, but there is still a tone of ways to keep the game interesting. For example: Powerful enemies understand that powerful PCs, when fully rested, are very capable - so they set the stage to deplete PC resources within a short period of time before they go in for the kill. Or There is a clock (or the PCs are concerned there is a clock) on what the PCs must achieve, requiring them to complete a task within X hours (which puts a cap on how much they can rest). Or The DM designs the final encounter with the assumption the PCs will have a chance to be fully rested and designs it to have several phases (just like Mercer did for this last storyline) giving the PCs chances to deplete those resources ... a tactic that gets more drama when the PCs have no clue there will be multiple phases. High level D&D is different than low level D&D, but it is fun when you treat it like a high level game and stop lamenting you can't use your low level tricks on the party.
High level D&D is a different animal than low level D&D. It is, frankly, a lot more work for the DM (and for the players, for that matter) than low level D&D is. It doesn't much resemble traditional fantasy adventures but is closer to magical superheroes. There's a lot less to do at high levels, especially in fifth edition, which doesn't do much to fold in new challenges like domain management (which plenty of people, including me, found boring in previous editions), meaning that, eventually, you end up just a little weaker than the average demigod and given the choice of fighting the same sorts of challenges your last high level game included (different gods, different fiendish leadership, etc., but similar kinds of problems), probably bouncing around the planes, etc.
In contrast, there's a much larger variety of games you can run at low and mid-levels.
If you wanted to run a campaign resembling Game of Thrones, high-level player characters are going to fast-forward right through it (and more than King's Landing will be going up in flames, so I hope you don't want your setting to remain intact for future use). Likewise, Lord of the Rings will be a handful of short adventures at most. Even the War of the Lance will be relatively brief, although it'd last longer than the other two examples.
And for people who like that style of play, rock on.
But it's not a personal failing or a failure of DM skills for someone to decide that's not for them.
I've been running a Ptolus campaign since 2006 and have it loosely charted out through level 20. At that point, the current campaign will finally wrap and if the group wants to play another Ptolus game, it'll be with new characters in the aftermath. The campaign will likely reach the point where they're meeting one or more gods, stopping multiple back to back apocalypses and consorting with archangels. But after we reach level 20, I don't feel like trying to cap that, but rather just want to go out on a high note.