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Do you stop at a certain level? Sweetspot?
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<blockquote data-quote="Shemeska" data-source="post: 2767555" data-attributes="member: 11697"><p>You could also argue that "dungeon-based play" is a relic of even earlier editions than 2e, and shouldn't be a primary focus of any rules revisions in future editions. The game isn't relagated to such anymore, and it's capable of supporting styles of play vastly different from the original hack'n'slash kill things and take their stuff in the dungeon style. And as such, there's no reason to mess with teleport and other spells, at least in my opinion.</p><p></p><p>But as to the direct topic at hand, I've always found that around level 7 to level 13 is where the game is most interesting, both as a player and a DM. They PCs are capable, but not superheroes in wizards robes yet at that point.</p><p></p><p>However, I've never felt a need to stop based on whatever level the PCs were at. I'll run a game till the campaign plotline is realistically over, not before. And I won't water down the power and threat of a BBEG just to allow PCs to have some level of victory at earlier levels. I'll have archfiends be archfiends: ancient primal horrors of incarnate evil, beings capable of putting terror into deities, and I won't artificially make them CR 20ish just so PCs can kill them and take their stuff at earlier levels. If the PCs want to come into conflict with such a being, they'll have to gain the power to support foiling their designs or taking them down, be it level 30 or higher. I won't sacrifice depth and realism to support making things more easy to kill.</p><p></p><p>Simply stated, the campaign lasts till the level it needs to be, no more and no less. </p><p></p><p>But it doesn't ever take on the tone of the [booming voice]EPIC!!!![/booming voice] campaigns that we hear horror stories about with 400th level PCs looting EPIC dungeons and later relaxing with EPIC microbrews and chatting up EPIC bar wenches in EPIC taverns. <img src="http://arcanofox.foxpaws.net/shemmywink.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Shemeska, post: 2767555, member: 11697"] You could also argue that "dungeon-based play" is a relic of even earlier editions than 2e, and shouldn't be a primary focus of any rules revisions in future editions. The game isn't relagated to such anymore, and it's capable of supporting styles of play vastly different from the original hack'n'slash kill things and take their stuff in the dungeon style. And as such, there's no reason to mess with teleport and other spells, at least in my opinion. But as to the direct topic at hand, I've always found that around level 7 to level 13 is where the game is most interesting, both as a player and a DM. They PCs are capable, but not superheroes in wizards robes yet at that point. However, I've never felt a need to stop based on whatever level the PCs were at. I'll run a game till the campaign plotline is realistically over, not before. And I won't water down the power and threat of a BBEG just to allow PCs to have some level of victory at earlier levels. I'll have archfiends be archfiends: ancient primal horrors of incarnate evil, beings capable of putting terror into deities, and I won't artificially make them CR 20ish just so PCs can kill them and take their stuff at earlier levels. If the PCs want to come into conflict with such a being, they'll have to gain the power to support foiling their designs or taking them down, be it level 30 or higher. I won't sacrifice depth and realism to support making things more easy to kill. Simply stated, the campaign lasts till the level it needs to be, no more and no less. But it doesn't ever take on the tone of the [booming voice]EPIC!!!![/booming voice] campaigns that we hear horror stories about with 400th level PCs looting EPIC dungeons and later relaxing with EPIC microbrews and chatting up EPIC bar wenches in EPIC taverns. [IMG]http://arcanofox.foxpaws.net/shemmywink.gif[/IMG] [/QUOTE]
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