Wulf Ratbane
Adventurer
I was having a conversation with GlassJaw the other day about preserving or extending the "sweet spot" of Dungeons and Dragons.
Bear with me, because I need to run through the course of our conversation-- the high points.
1) There was a poll here a while back and there is a pretty good sized chunk of folks who find mid-level play to be the most engaging and rewarding part of D&D play. I think if you couple that with low-level play, most of the best D&D is done right here. (Please don't use this as an opportunity to extoll the virtues of high-level play if you disagree.)
2) A slightly-less-than-arbitrary "cap" to the sweet spot is 10th level. I consider mid-level play to be around 5th-8th level; 10th level play is where we start to really get the "wahoo!" factor. Consider the difference when the pinnacle of spellcraft is Raise Dead, Teleport, Commune. Just shy of these potentially game-breaking spells is the "sweet spot." Perhaps "game-breaking" is too harsh; but certainly campaign altering.
3) We're not necessarily talking about a low-magic game, here. We enjoy the spells and magic items, we just don't enjoy them at high level. It's a lot more work for the DM to run a high level game. Strangely enough, the more options the PCs have, the fewer options the DM has to challenge them. It's the "D&D Arms Race."
4) One of the most telling exercises is to compare, side by side, a low- or mid-level adventure and a high-level adventure, for example from Dungeon magazine. Most of the interesting story is at the low levels, and the high level play becomes an exercise in plane-hopping from one huge over-the-top fight to another. (I've oversimplified to capture the "essence" of my point.)
Anyway, on to the discussion:
How do you extend the "sweet spot?"
Where would you "cap" the game?
And how would you do it in such a way as to give the players the same "real time" rate of advancement/improvement as the current rules provide?
Bear with me, because I need to run through the course of our conversation-- the high points.
1) There was a poll here a while back and there is a pretty good sized chunk of folks who find mid-level play to be the most engaging and rewarding part of D&D play. I think if you couple that with low-level play, most of the best D&D is done right here. (Please don't use this as an opportunity to extoll the virtues of high-level play if you disagree.)
2) A slightly-less-than-arbitrary "cap" to the sweet spot is 10th level. I consider mid-level play to be around 5th-8th level; 10th level play is where we start to really get the "wahoo!" factor. Consider the difference when the pinnacle of spellcraft is Raise Dead, Teleport, Commune. Just shy of these potentially game-breaking spells is the "sweet spot." Perhaps "game-breaking" is too harsh; but certainly campaign altering.
3) We're not necessarily talking about a low-magic game, here. We enjoy the spells and magic items, we just don't enjoy them at high level. It's a lot more work for the DM to run a high level game. Strangely enough, the more options the PCs have, the fewer options the DM has to challenge them. It's the "D&D Arms Race."
4) One of the most telling exercises is to compare, side by side, a low- or mid-level adventure and a high-level adventure, for example from Dungeon magazine. Most of the interesting story is at the low levels, and the high level play becomes an exercise in plane-hopping from one huge over-the-top fight to another. (I've oversimplified to capture the "essence" of my point.)
Anyway, on to the discussion:
How do you extend the "sweet spot?"
Where would you "cap" the game?
And how would you do it in such a way as to give the players the same "real time" rate of advancement/improvement as the current rules provide?