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How long can you stay level XXX and still have fun
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<blockquote data-quote="Celebrim" data-source="post: 5368323" data-attributes="member: 4937"><p>This is a pet peeve of mine. </p><p></p><p>My campaign is going on about 14th sessions. So far its involved among many other things giant city wrecking tsunami, an invasion of deep ones, possessed farm animals, giant spiders, swarms of flesh eating beetles, zombies, witch doctors, a giant crayfish, nasty little fairies, a fungus monster, a bone golem, a murderous cult of god-killers, and a dracolich. We just had a few players reach 3rd level. </p><p></p><p>Granted, my homebrew makes this abit easier than it could be, but basically it's all just numbers. There is no particular reason why you can't make the game work at 1st level as 15th level. One of my shticks as a DM is having the players encounter a diety early in the game. If anything, I find the low levels a bit more epic because its not as easy for the PC's to hand wave problems away. The game suffers a bit IMO when use rope is no longer a useful skill because the characters have so many more powerful abilities, and even at 1st level there is alot of opportunity of unabashed crowning moment's of awesome based not merely on what the character does or can do but what the player does. </p><p></p><p>For myself, as a player, it's the perfect time to level up when I've had a chance to use all my abilities creatively. If I know the spell, I want to find a situation where it proves handy. If I learn a feat, I want to use it and it be relevant. If I advance in my skills, I want to use them to solve problems. I find that with decent pacing that takes 4-5 4-6 hour sessions. Leveling up every session or two means that I'm gaining new powers even before I've used the old ones. It's a glut, and its not as enjoyable. I dislike changing numbers for its own sake and I particularly dislike having a character who has alot of game abilities but hasn't become well defined and lacks a game story other than a kill list. Even in cRPG's I'm not that big about leveling up. Leveling up is the boring way out. Figuring out how to overcome a problem using only the resources you have is more satisfying, especially after failing a couple times.</p><p></p><p>Eventually there comes a point where leveling stops being very important for me. If the game is good, eventually all I care about is advancing story goals and the occasional level up is welcome but unnecessary every 10 or so sessions. I have rarely played and rarely run games of D&D above about 13th level or so. At this point, we are talking about games that have gone on years, epic story arcs that have come to conclusions, characters that have become well-defined, and I'm looking to retire a character and start a new one.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5368323, member: 4937"] This is a pet peeve of mine. My campaign is going on about 14th sessions. So far its involved among many other things giant city wrecking tsunami, an invasion of deep ones, possessed farm animals, giant spiders, swarms of flesh eating beetles, zombies, witch doctors, a giant crayfish, nasty little fairies, a fungus monster, a bone golem, a murderous cult of god-killers, and a dracolich. We just had a few players reach 3rd level. Granted, my homebrew makes this abit easier than it could be, but basically it's all just numbers. There is no particular reason why you can't make the game work at 1st level as 15th level. One of my shticks as a DM is having the players encounter a diety early in the game. If anything, I find the low levels a bit more epic because its not as easy for the PC's to hand wave problems away. The game suffers a bit IMO when use rope is no longer a useful skill because the characters have so many more powerful abilities, and even at 1st level there is alot of opportunity of unabashed crowning moment's of awesome based not merely on what the character does or can do but what the player does. For myself, as a player, it's the perfect time to level up when I've had a chance to use all my abilities creatively. If I know the spell, I want to find a situation where it proves handy. If I learn a feat, I want to use it and it be relevant. If I advance in my skills, I want to use them to solve problems. I find that with decent pacing that takes 4-5 4-6 hour sessions. Leveling up every session or two means that I'm gaining new powers even before I've used the old ones. It's a glut, and its not as enjoyable. I dislike changing numbers for its own sake and I particularly dislike having a character who has alot of game abilities but hasn't become well defined and lacks a game story other than a kill list. Even in cRPG's I'm not that big about leveling up. Leveling up is the boring way out. Figuring out how to overcome a problem using only the resources you have is more satisfying, especially after failing a couple times. Eventually there comes a point where leveling stops being very important for me. If the game is good, eventually all I care about is advancing story goals and the occasional level up is welcome but unnecessary every 10 or so sessions. I have rarely played and rarely run games of D&D above about 13th level or so. At this point, we are talking about games that have gone on years, epic story arcs that have come to conclusions, characters that have become well-defined, and I'm looking to retire a character and start a new one. [/QUOTE]
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