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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How does A5e support high-level play?
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<blockquote data-quote="lichmaster" data-source="post: 8911233" data-attributes="member: 6683330"><p>I think the challenging part is not the monsters, but the adventure/campaign design itself.</p><p></p><p>At low/mid level the game can be quite straightforward, and a DM can limit itself to creating static dungeons and a few quests here and there. The tactical part of the game is mostly 2d exploration and combat.</p><p></p><p>As the levels get higher, characters become way more powerful not just in terms of DPS and skill checks, but do acquire powers and spells that definitely alter the game: they can learn to fly easily (making straight 2d combat almost insignificant or skipping it altogether), teleport, gather information and location of creatures or objects easily, travel to other planes of existance, etc. </p><p></p><p>All this requires a significant re-thinking of the game: random encounters with monsters ambushing the party on the road may not make any sense and travel may be trivialized if they have access to spells like wind walk. Thus if a DM was relying on travel difficulties and road encounters to beef up the contents, that's a strategy that won't be applicable anymore. This is only one example.</p><p></p><p>I think most games stop at mid levels exactly for this reason: the DM (or adventure designers) need to put a lot of effort to design something that isn't trivialized by the casting of a single spell, and probably most are not ready or comfortable with truly epic level gameplay. The version of D&D you're playing has a marginal effect on this, although A5E generally makes for more interesting gameplay from all angles.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8911233, member: 6683330"] I think the challenging part is not the monsters, but the adventure/campaign design itself. At low/mid level the game can be quite straightforward, and a DM can limit itself to creating static dungeons and a few quests here and there. The tactical part of the game is mostly 2d exploration and combat. As the levels get higher, characters become way more powerful not just in terms of DPS and skill checks, but do acquire powers and spells that definitely alter the game: they can learn to fly easily (making straight 2d combat almost insignificant or skipping it altogether), teleport, gather information and location of creatures or objects easily, travel to other planes of existance, etc. All this requires a significant re-thinking of the game: random encounters with monsters ambushing the party on the road may not make any sense and travel may be trivialized if they have access to spells like wind walk. Thus if a DM was relying on travel difficulties and road encounters to beef up the contents, that's a strategy that won't be applicable anymore. This is only one example. I think most games stop at mid levels exactly for this reason: the DM (or adventure designers) need to put a lot of effort to design something that isn't trivialized by the casting of a single spell, and probably most are not ready or comfortable with truly epic level gameplay. The version of D&D you're playing has a marginal effect on this, although A5E generally makes for more interesting gameplay from all angles. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
How does A5e support high-level play?
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