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<blockquote data-quote="Tony Vargas" data-source="post: 7856769" data-attributes="member: 996"><p>And, y'know, it's harder to 'properly' run games at high level when the system is going bonkers on you....</p><p></p><p> In traditional D&D, especially for casters, that's very much the case. </p><p></p><p></p><p>And designers have thus let higher levels slide, making them less playable, and harder to run. So there's a good deal of self-fulfilling prophecy or vicious cycle going on. The early game was poorly balanced in general, and got a lot worse as got out of the 'sweet spot,' so people preferred play in that early-mid level range, designers tried to fix up the earliest levels, keep the sweet spot sweet, and let high level slide. Players continued to eschew high level play. Imagine that. </p><p>The former has happened (ticked all three points, above), it just didn't stick around long enough for the latter to kick in. </p><p></p><p> IMX, new players will often come to the table wanting to play a representative character from fiction, and that character would often be either high-level when modeled in D&D, or outright unachievable in the system. So, maybe, they stick with it, create a 'low level version' of what they want and wait for it to grow into shape. Before that does, of course, the game turns into a mad magic show of character-re-defining magic items (beneficial or cursed) and spellcasting powers that beggar genre. And, if they stick with it another few cycles, after maybe riding that tiger themselves, they figure out they 'prefer low level.'</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7856769, member: 996"] And, y'know, it's harder to 'properly' run games at high level when the system is going bonkers on you.... In traditional D&D, especially for casters, that's very much the case. And designers have thus let higher levels slide, making them less playable, and harder to run. So there's a good deal of self-fulfilling prophecy or vicious cycle going on. The early game was poorly balanced in general, and got a lot worse as got out of the 'sweet spot,' so people preferred play in that early-mid level range, designers tried to fix up the earliest levels, keep the sweet spot sweet, and let high level slide. Players continued to eschew high level play. Imagine that. The former has happened (ticked all three points, above), it just didn't stick around long enough for the latter to kick in. IMX, new players will often come to the table wanting to play a representative character from fiction, and that character would often be either high-level when modeled in D&D, or outright unachievable in the system. So, maybe, they stick with it, create a 'low level version' of what they want and wait for it to grow into shape. Before that does, of course, the game turns into a mad magic show of character-re-defining magic items (beneficial or cursed) and spellcasting powers that beggar genre. And, if they stick with it another few cycles, after maybe riding that tiger themselves, they figure out they 'prefer low level.' [/QUOTE]
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