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General Tabletop Discussion
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Favorite Levels of Play and then some Advice
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<blockquote data-quote="comareddin" data-source="post: 2568019" data-attributes="member: 28529"><p>I voted for the 6-10 range. In the first few levels the characters are rookies of the world and the love of exploration with all the possibilities and dangers before you is great but your options are not varied. In the 6-10 range, each player has quite a few options and with luck can perform some really heroic deeds. At these levels the characters have grown from infancy to adulthood, they start gaining powerful allies and enemies, more subtlety is required to solve problems. I really consider the levels 6-10 the classics levels for adventuring. By the time they are in the 11-15 range, the characters have really grown in power and my characters usually think of retiring by that time. In the 16-20 range they wield huge amounts of power compared to the majority of the population. I do not really see any point in adventuring at those levels. After all you are very rich, if you played your cards correctly you are a person of immense impact in your world, a figure of political powers. At these levels anything you do will effect the world in at least a few ways. I have a hard time figuring a level 17 wizard walking hunchbacked in dimly lit, dusty dungeon corridors just to hunt another monster or whatever. That is the kind of thing you hire level 6-10, maybe 11-15 adventurers for while you do your own stuff which are mostly secret schemes, political deals and stuff. You may be the kind of person that likes political intrigue type of campaigns but as the current D&D system goes, it will take eons to reach high levels. That is why usually high level bad-guys plan their evil schemes and 6-10 level adventurers work to destroy them.</p><p></p><p>Another reason why I like the 6-10 range is that at those levels I consider the capabilities of the characters on par with those of the heroes of old legends of the real world. After level 10 they take on a superhumanish feeling. This may be a little foolish to say in a fantasy game, but those are my thoughts.</p><p></p><p>BTW, sorry for any spelling mistakes and meaning inconsistincies in my post, as at the time I am writing this it is 5:42AM here.</p><p></p><p>Com</p></blockquote><p></p>
[QUOTE="comareddin, post: 2568019, member: 28529"] I voted for the 6-10 range. In the first few levels the characters are rookies of the world and the love of exploration with all the possibilities and dangers before you is great but your options are not varied. In the 6-10 range, each player has quite a few options and with luck can perform some really heroic deeds. At these levels the characters have grown from infancy to adulthood, they start gaining powerful allies and enemies, more subtlety is required to solve problems. I really consider the levels 6-10 the classics levels for adventuring. By the time they are in the 11-15 range, the characters have really grown in power and my characters usually think of retiring by that time. In the 16-20 range they wield huge amounts of power compared to the majority of the population. I do not really see any point in adventuring at those levels. After all you are very rich, if you played your cards correctly you are a person of immense impact in your world, a figure of political powers. At these levels anything you do will effect the world in at least a few ways. I have a hard time figuring a level 17 wizard walking hunchbacked in dimly lit, dusty dungeon corridors just to hunt another monster or whatever. That is the kind of thing you hire level 6-10, maybe 11-15 adventurers for while you do your own stuff which are mostly secret schemes, political deals and stuff. You may be the kind of person that likes political intrigue type of campaigns but as the current D&D system goes, it will take eons to reach high levels. That is why usually high level bad-guys plan their evil schemes and 6-10 level adventurers work to destroy them. Another reason why I like the 6-10 range is that at those levels I consider the capabilities of the characters on par with those of the heroes of old legends of the real world. After level 10 they take on a superhumanish feeling. This may be a little foolish to say in a fantasy game, but those are my thoughts. BTW, sorry for any spelling mistakes and meaning inconsistincies in my post, as at the time I am writing this it is 5:42AM here. Com [/QUOTE]
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