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<blockquote data-quote="jgsugden" data-source="post: 8287873" data-attributes="member: 2629"><p>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.</p><p></p><p>Further, Mercer has made it clear that there will be 'further adventures' for the Mighty Nein - just as there were for Vox Machina. They will get to those higher levels.</p><p></p><p>The end right now is a combination of:</p><p></p><p>1.) Taking a break from the game at campaign end.</p><p>2.) Wanting to take that break at a time that makes sense for the studio changes that will bring them all back to the table.</p><p>3.) Wanting to preserve a few 'levels' that can be added in those future adventures. </p><p></p><p>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. <em>Or</em> 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). <em>Or</em> 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.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8287873, member: 2629"] 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. Further, Mercer has made it clear that there will be 'further adventures' for the Mighty Nein - just as there were for Vox Machina. They will get to those higher levels. The end right now is a combination of: 1.) Taking a break from the game at campaign end. 2.) Wanting to take that break at a time that makes sense for the studio changes that will bring them all back to the table. 3.) Wanting to preserve a few 'levels' that can be added in those future adventures. 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. [I]Or[/I] 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). [I]Or[/I] 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. [/QUOTE]
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