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<blockquote data-quote="tetrasodium" data-source="post: 9591165" data-attributes="member: 93670"><p>Just as an Agreeable anecdotal data point... Most of my 5e campaigns ran up through to mid-low teens before I get tired of fixing it in the racetrack of play and started something new. </p><p></p><p>I run to those levels with what I feel is sound reasoning though and I've only seen one player have an "issue"§ with it.</p><p></p><p> Back when I first started playing d&d I tended to play magic user type PCs with an eye towards long haul growth even when it meant being weaker early on but it always frustrated me how often it seemed like the campaign would end to start with new PCs new adventures just as the scales felt like they were tilting. Im much older now but still see that outlook and pattern in a lot of players if various class PCs. I find that running campaigns till low to mid teens gives a good chance for me to make sure everyone feels like their of got over the "newbie levels" and had come into serious power that really allows them to showcase "look how far I've come" long enough to not feel like they only reach that point after metaphorically jumping from an airplane. </p><p></p><p>Having a shorter path absent dead levels (ie like draw steel's 10 level spread solves both problems </p><p></p><p></p><p>§ said player was the kid of another player and it's not important <em>why</em> the kid was bad socially but his dislike was from the desire to minmax with CharOp so they could have the most powerful build at the table for most of the game. That in itself wasn't as big a problem was his desire to "win" and tendency to completely ignore anything said to him if I [the gm] tried to work with him on CharOp. Obviously he couldn't do that when I couldn't/wouldn't tell him and he was too hung up on a fantasy to work with others m</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9591165, member: 93670"] Just as an Agreeable anecdotal data point... Most of my 5e campaigns ran up through to mid-low teens before I get tired of fixing it in the racetrack of play and started something new. I run to those levels with what I feel is sound reasoning though and I've only seen one player have an "issue"§ with it. Back when I first started playing d&d I tended to play magic user type PCs with an eye towards long haul growth even when it meant being weaker early on but it always frustrated me how often it seemed like the campaign would end to start with new PCs new adventures just as the scales felt like they were tilting. Im much older now but still see that outlook and pattern in a lot of players if various class PCs. I find that running campaigns till low to mid teens gives a good chance for me to make sure everyone feels like their of got over the "newbie levels" and had come into serious power that really allows them to showcase "look how far I've come" long enough to not feel like they only reach that point after metaphorically jumping from an airplane. Having a shorter path absent dead levels (ie like draw steel's 10 level spread solves both problems § said player was the kid of another player and it's not important [I]why[/I] the kid was bad socially but his dislike was from the desire to minmax with CharOp so they could have the most powerful build at the table for most of the game. That in itself wasn't as big a problem was his desire to "win" and tendency to completely ignore anything said to him if I [the gm] tried to work with him on CharOp. Obviously he couldn't do that when I couldn't/wouldn't tell him and he was too hung up on a fantasy to work with others m [/QUOTE]
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