GreyLord
Legend
I play what others may consider High Level Campaigns. Not as much in 5e as other versions of D&D as 5e really doesn't reward people as much in high level play as other versions do.
5e is more geared for levels 4 to 8 and....well...yeah. It's good for 5 to 20 sessions and then it isn't. It's not really a game for long term play...though I HAVE played longer term campaigns in it, none them really come close to how long my TSR D&D campaigns go. Normally we hit level 20 and then it's off to epic boons and such, but there comes a point where it's basically a lackless return.
Even 4e has plausible paths beyond (immortality, deification, lichification, etc), where as 5e...basically just sticks with what it wants people to be at...
That's not a bad thing, it's just a different game and style than things that came before.
In that light, what 5.5 should have done was increase the XP tremendously between levels 5-10 to extend that play time there.
Or...horrors of horror, pump up the early game and increase XP to go up levels by a factor of 5 to 10.
IF you pumped up the amount of XP required to level, pumped down the XP monsters and combat gave, and gave other options (XP for Platinum???, 1XP per skill challenge passed???) for advancement, the focus of the game could change in ways unforeseen, and how you handle things could change as well.
In that instance I could see lowering the covered levels to 1-10, as there would be so much more time spent in those levels with a focus more on other things rather than just killing things and leveling up...or conversely...simply getting to the next milestone so you can level up.
5e is more geared for levels 4 to 8 and....well...yeah. It's good for 5 to 20 sessions and then it isn't. It's not really a game for long term play...though I HAVE played longer term campaigns in it, none them really come close to how long my TSR D&D campaigns go. Normally we hit level 20 and then it's off to epic boons and such, but there comes a point where it's basically a lackless return.
Even 4e has plausible paths beyond (immortality, deification, lichification, etc), where as 5e...basically just sticks with what it wants people to be at...
That's not a bad thing, it's just a different game and style than things that came before.
In that light, what 5.5 should have done was increase the XP tremendously between levels 5-10 to extend that play time there.
Or...horrors of horror, pump up the early game and increase XP to go up levels by a factor of 5 to 10.
IF you pumped up the amount of XP required to level, pumped down the XP monsters and combat gave, and gave other options (XP for Platinum???, 1XP per skill challenge passed???) for advancement, the focus of the game could change in ways unforeseen, and how you handle things could change as well.
In that instance I could see lowering the covered levels to 1-10, as there would be so much more time spent in those levels with a focus more on other things rather than just killing things and leveling up...or conversely...simply getting to the next milestone so you can level up.