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How viable is 5E to play at high levels?
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<blockquote data-quote="Jester David" data-source="post: 7214042" data-attributes="member: 37579"><p>*sigh*</p><p>Seriously man? You just can't let it sit and have to drift into hyperbole.</p><p></p><p>First off, what marketing? Show me <strong>ONE </strong>place where they even <em>talk</em> about high level. Let alone make a promise. </p><p>It's not in their adventures. It wasn't listed a design goal of the edition. It was barely in the playtest. Levels above 15 are there more because they're expected than because WotC wanted to put them in the game. </p><p>(If you want to get into it we can talk about how WotC <em>did </em>promise epic levels that finally worked again and again... during the lead-up to 4e. But that doesn't feel relevant since everyone seriously involved in that is gone.)</p><p></p><p>Does epic work out of the box in 5e? Well, no. Not in terms of content. There are too few high level monsters. And the encounter building guidelines get a little bit shakier. </p><p>But I maintain that 5e is probably the <em>best</em> version of D&D for high level/ epic play. You just have to ignore the encounter and monster design rules for groups that know what they're doing. But, hey, I pretty much have to do that anyway because I have a table of five experienced gamers who work well as a team. And they're only level six! The encounter building rules are really training wheels for adventure design anyway; they're there to help give you a feel for balance until you can do it on your own.</p><p></p><p>But after that the restrained math, low hand size, closer parity between classes, and fast combats make epic 5e probably the best epic D&D there is. You just need to do some more design with your party in mind. And supplement with some 3rd Party books, like the <em>Tome of Beasts</em>.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7214042, member: 37579"] *sigh* Seriously man? You just can't let it sit and have to drift into hyperbole. First off, what marketing? Show me [B]ONE [/B]place where they even [I]talk[/I] about high level. Let alone make a promise. It's not in their adventures. It wasn't listed a design goal of the edition. It was barely in the playtest. Levels above 15 are there more because they're expected than because WotC wanted to put them in the game. (If you want to get into it we can talk about how WotC [I]did [/I]promise epic levels that finally worked again and again... during the lead-up to 4e. But that doesn't feel relevant since everyone seriously involved in that is gone.) Does epic work out of the box in 5e? Well, no. Not in terms of content. There are too few high level monsters. And the encounter building guidelines get a little bit shakier. But I maintain that 5e is probably the [I]best[/I] version of D&D for high level/ epic play. You just have to ignore the encounter and monster design rules for groups that know what they're doing. But, hey, I pretty much have to do that anyway because I have a table of five experienced gamers who work well as a team. And they're only level six! The encounter building rules are really training wheels for adventure design anyway; they're there to help give you a feel for balance until you can do it on your own. But after that the restrained math, low hand size, closer parity between classes, and fast combats make epic 5e probably the best epic D&D there is. You just need to do some more design with your party in mind. And supplement with some 3rd Party books, like the [I]Tome of Beasts[/I]. [/QUOTE]
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