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Do you Enjoy running high level games?
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<blockquote data-quote="Silverleaf" data-source="post: 2174741" data-attributes="member: 30790"><p>Heh, average damage for a Basic D&D 12th level fighter is like anywhere from 1/5th to 1/6th of that... Needless to say, there's a heck of a lot less "buffing" going on. And the numbers are easier to manage. Also, no criticals (which don't fit in well with the abstract combat anyway), creature hit points are much lower (heck /everything/ is proportionately lower), and there's generally less number crunching to do.</p><p>That said, I'm not much into super-high-level play. I'm very happy with the way the game was originally designed: you get more powerful quickly at the beginning, but then it starts to level off big time around 9th level as the XP chart gets much harder to climb (1,050,000 XPs to be 14th-level magic-user... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) Also, after 9th level, no more rolling for hit points. You get an extra 1 or 2 hp/level and that's it. You do get to build a castle/tower/hideout and attract followers though. My preferred edition (1981 Basic/Expert) tops off at level 14 anyway, and nobody has ever gone past that in all the years I've played. Anywhere between 9th and 14th level is a good place to retire the character AFAIC, and due to the logarithmic nature of the XP charts, that level range is enough to handle many years of play (without ever-constantly increasing power levels).</p><p>If you really wanted to play super-high-level campaigns and keep it simple though, there's always the Rules Cyclopedia. It goes up to level 36, and after that you can even get the Immortals rules... Not really my cup of tea though.</p></blockquote><p></p>
[QUOTE="Silverleaf, post: 2174741, member: 30790"] Heh, average damage for a Basic D&D 12th level fighter is like anywhere from 1/5th to 1/6th of that... Needless to say, there's a heck of a lot less "buffing" going on. And the numbers are easier to manage. Also, no criticals (which don't fit in well with the abstract combat anyway), creature hit points are much lower (heck /everything/ is proportionately lower), and there's generally less number crunching to do. That said, I'm not much into super-high-level play. I'm very happy with the way the game was originally designed: you get more powerful quickly at the beginning, but then it starts to level off big time around 9th level as the XP chart gets much harder to climb (1,050,000 XPs to be 14th-level magic-user... :D ) Also, after 9th level, no more rolling for hit points. You get an extra 1 or 2 hp/level and that's it. You do get to build a castle/tower/hideout and attract followers though. My preferred edition (1981 Basic/Expert) tops off at level 14 anyway, and nobody has ever gone past that in all the years I've played. Anywhere between 9th and 14th level is a good place to retire the character AFAIC, and due to the logarithmic nature of the XP charts, that level range is enough to handle many years of play (without ever-constantly increasing power levels). If you really wanted to play super-high-level campaigns and keep it simple though, there's always the Rules Cyclopedia. It goes up to level 36, and after that you can even get the Immortals rules... Not really my cup of tea though. [/QUOTE]
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