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General Tabletop Discussion
*Dungeons & Dragons
How viable is 5E to play at high levels?
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<blockquote data-quote="Tony Vargas" data-source="post: 7216143" data-attributes="member: 996"><p>Sounds good. But good rarely sells to D&Ders... </p><p>;P</p><p></p><p> The pre-errata optimized lockdown orbizard build (Sounds like the kind of thing you're alluding two) in an optimized party whiteroom experiment, might pull off something of the kind (not sure what kind of cheese would gaurantee the needed hit, but natural 20s happen), but those errata dropped fairly early... before MM3, I think. And MM3 solos generally had action preservation of some sort. </p><p>(Anyone wondering: Lolth is on the cover of the MM3)</p><p></p><p>Either you missed the errata, then (which was every bit as broken at much lower level), or are mis-remebering which version you used, now (the 30th you guessed splits the difference and punching above you weight class and rolling over a level+1 solo is a lot more plausible than a level+10.) Maybe even both.</p><p></p><p> Not just like - tactics had more mechanical depth, and attrition wasn't about reigning in class imbalance, and less critical to encounter difficulty.</p><p></p><p>And, with 'chircumstances,' that's getting more into rewards for system mastery and/or suitability for CaW, than high level play issues.</p><p></p><p>5e, like 4e, did address the numeric issues 3e had at high levels with attacks & checks, but that's only part of why D&D breaks down at high levels. Magic items were another factor - 4e factored items in, and 5e factors them out which can also work if you stick to it. But the biggest factor with high (& low - outside the sweet spot) level play is class progressions. 4e normalized those, but 5e reverted for classic feel, so brought back those issues.</p><p></p><p>BA has arguably introduced some new ones, as well...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7216143, member: 996"] Sounds good. But good rarely sells to D&Ders... ;P The pre-errata optimized lockdown orbizard build (Sounds like the kind of thing you're alluding two) in an optimized party whiteroom experiment, might pull off something of the kind (not sure what kind of cheese would gaurantee the needed hit, but natural 20s happen), but those errata dropped fairly early... before MM3, I think. And MM3 solos generally had action preservation of some sort. (Anyone wondering: Lolth is on the cover of the MM3) Either you missed the errata, then (which was every bit as broken at much lower level), or are mis-remebering which version you used, now (the 30th you guessed splits the difference and punching above you weight class and rolling over a level+1 solo is a lot more plausible than a level+10.) Maybe even both. Not just like - tactics had more mechanical depth, and attrition wasn't about reigning in class imbalance, and less critical to encounter difficulty. And, with 'chircumstances,' that's getting more into rewards for system mastery and/or suitability for CaW, than high level play issues. 5e, like 4e, did address the numeric issues 3e had at high levels with attacks & checks, but that's only part of why D&D breaks down at high levels. Magic items were another factor - 4e factored items in, and 5e factors them out which can also work if you stick to it. But the biggest factor with high (& low - outside the sweet spot) level play is class progressions. 4e normalized those, but 5e reverted for classic feel, so brought back those issues. BA has arguably introduced some new ones, as well... [/QUOTE]
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How viable is 5E to play at high levels?
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