DrNilesCrane
First Post
Joshua Randall said:Also, if you define the sweet spot as, that point beyond which spells become too "wahoo" -- then why is 10th the cutoff? At 10th level you've got teleport, raise dead, commune, and plane shift -- four of the biggest game-changing spells there are. You've also got the presence of "save of die" spells like dominate person, hold monster, baleful polymorph, slay living, and those are just the ones I could think of off the top of my head.
Just throwing this out there: a part of the difficulty with some of these spells (i.e. teleport, raise dead, commune, and plane shift) is that they extend the use of magic beyond the short range, tactical (i.e. combat or combat related) to regional/world/multiverse, which eventually defines the game. A fighter or rogue at 20th level is still affecting his or her immediate area and has abilities relatively easy understand and adjudicate (although with some number creep), vs. a high level caster, which (with the enormous variety of spells and their game defining effects) defines what kind of adventures can be run, how they are run, how the party travels, what happens when they die, etc.
High level play really feels like a different beast in my respects, but I'm not a fan of level capping myself. I think dropping the "defining" spells mentioned in this thread is a solution, combined with scaling other spells to run comparably to other class abilities (and perhaps making the casters--specifically wizards/sorcerers--able to do more than just cast) might be a solution. [It's something I'm trying in my current 6 Elements campaign, but we've only playtested high-level play with our rule variants as opposed to running it up to 20th...we tend to level a bit slower on purpose].
Interesting discussion - I'm looking forward to reading more.
