I don't get high-level D&D (merged)

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Okay, let me start off by saying the is personal opinion only and those of you who do not agree with this are welcome to disagree and I also hope that whatever game you are in is as satisfactory for you as mine is for me.

There, qualifier ;)

I must admit that, for the most part, I am as bored by high level games as I am by most sequels, most first-person-shooters, and most game/rpg/series novels -- there is generally More, but not generally Better.

I have run three campaigns (the third is in the wind-down phase) since D&D3e came out. Of these all three have started at 3rd level characters (keeping 1st level characters alive in D&D is often more trouble than it is worth) and the highest level characters we have achieved have been 11th level. Everyone in the group seems quite happy, except for one guy who bought the ELH and would really like the game to start at 18th level... Oh well ;)

There are a lot of things in D&D that I enjoy; there are also a lot of things I find annoying. Most of the annoying things are at the high levels -- plane-hopping, easy resurrection, equipment more important than skills, powerful spells that by their very nature would warp society from its pseudo-medieval roots, and far, far too many powerful, predatory, intelligent monsters.

My desire in games is to come up with something heroic, where characters can really make a difference, but still somehow rooted in a form of reality. No, I don't think magic, at least in D&D terms, is real, but that is beside the point. In Arthurian literature, in Greek mythology, in Tolkein and in many other "roots" of gaming there is a core reality, a human level you can still measure everything against. In Greek mythology the heroes may all be the children of gods, but they are mortal (with the exception of Herakles, after the fact); equally, there are not hydras, but rather The Hydra, not pegasi, but Pegasus, not minotaurs, but The Minotaur -- individual monsters that provide individual heroes with individual challanges. On top of this for every hero who defeats such a monster, there are dozens if not hundreds who failed before.

Conversely, in D&D you have dozens of sentient races living side by side and enough spell-power to alter the very shape of the world on a regular basis, but none of this comes into play until the characters are ready to face it. Consider what a single wizard who lives, say, 10 years at the appropriate level could do if he had a single Wish spell every single day; given the XP cost on that one, let us instead just look at Time Stop, Refuge, Energy Drain, Weird and Shades -- if this isn't the recipe for World Domination, nothing is. But even beyond all this, there is the More Factor -- a high-level character has More magic items, More followers, More money, and so much More power that, barring a countervailing character, nothing stands between the high-level character and utter domination of the world. Then again at the time such a character becomes the opponent, the characters are ready to face it and all we can say for 1st level characters in such a world is, "Sorry, you are now listmeat/cannon fodder".

As at least a couple of people have suggested before, D&D does not scale well. It starts out with characters who can die at the drop of a hat and ends up with characters who are all but unkillable, due to a combination of items, spells, and physical powers. The tone of the game moves from mere survival to world-spanning, even plane-spanning superheroic quests.

Of the two extremes, I'll take the survivalist angle. It remains human and, therefore, makes a more understandable tale. In other words, I'll not be running a high-level campaign any time real soon, but if someone else wants to run one and I am in that group, I shall not tell the GM to not go there.

As I said, personal tastes only.
 

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jasamcarl said:
If that is the extent of you descriptions, i seriously doubt that you and your players are always on the same page once you actually start playing the game.
Actually, we've practically got our own Core Rulebooks. I'm sure you'll excuse me not doing a cut/paste of 12 pages of history?

And read closer. I try to keep my players and I on an equal footing from level 1. I do so by using mostly site-based adventures where the map and opponents are relativly fixed. The cool part of higher-level play is that they can change stuff outside of the dungeon.
And I'm saying that if they need high-level games to enjoy the game beyond the dungeon, there's something lacking.
 

Wombat said:
My desire in games is to come up with something heroic, where characters can really make a difference, but still somehow rooted in a form of reality. No, I don't think magic, at least in D&D terms, is real, but that is beside the point. In Arthurian literature, in Greek mythology, in Tolkein and in many other "roots" of gaming there is a core reality, a human level you can still measure everything against. In Greek mythology the heroes may all be the children of gods, but they are mortal (with the exception of Herakles, after the fact); equally, there are not hydras, but rather The Hydra, not pegasi, but Pegasus, not minotaurs, but The Minotaur -- individual monsters that provide individual heroes with individual challanges. On top of this for every hero who defeats such a monster, there are dozens if not hundreds who failed before.
This, to me, is the heart of the matter. And this edition, as written, fails to deliver, exchanging its fantasy-roots to PC-style game play.
 

Bendris Noulg said:
Actually, we've practically got our own Core Rulebooks. I'm sure you'll excuse me not doing a cut/paste of 12 pages of history?

And I'm saying that if they need high-level games to enjoy the game beyond the dungeon, there's something lacking.

And I'm saying many players don't like to be railroaded, which inevitably happens with any convoluted plotline in a low-level game. And I can't say I blame them. People who play a game want some degree of control. You might simply have passive players.
 
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Bendris Noulg said:
This, to me, is the heart of the matter. And this edition, as written, fails to deliver, exchanging its fantasy-roots to PC-style game play.

That doesn't have anything to do with 'pc style game play' but rather DnDs (IMO rightful) emphasis on the fantastic elements of its source material. It's post-modern, not simply emulating fully its 'roots' but only what its audience finds relevant. In this case its the combat and magic which can grab all players equally as oppossed to grand narrative vision that doesn't work in a group-based rp game.
 

jasamcarl said:
And I'm saying many players don't like to be railroaded, which inevitably happens with any convoluted plotline in a low-level game. And I can't say I blame them.
And why is it that every time one of these conversations come up, some idiot starts making completely unfounded and baseless claims about railroading and power-dming? Seriosly, if you can't figure out how to run a low-level campaign without railroading, I do pitty you. However, do not make the mistake of thinking that everyone else suffers from your lack of ability and judgement.

Low-Level characters may not be able to change the world, but they can change the valley, and become more influential as they go, gaining influence over cities, nations, and continents. It would seem, however, that your players (or perhaps just you) have no interest in such things until obtaining some degree of world-shaking all-powerfulness.

Again, that's not a lacking on my part.
 

Bendris Noulg said:
And why is it that every time one of these conversations come up, some idiot starts making completely unfounded and baseless claims about railroading and power-dming? Seriosly, if you can't figure out how to run a low-level campaign without railroading, I do pitty you. However, do not make the mistake of thinking that everyone else suffers from your lack of ability and judgement.

Low-Level characters may not be able to change the world, but they can change the valley, and become more influential as they go, gaining influence over cities, nations, and continents. It would seem, however, that your players (or perhaps just you) have no interest in such things until obtaining some degree of world-shaking all-powerfulness.

Again, that's not a lacking on my part.

I'm sure they can do all those things at low-level, but I doubt that it amounts to anything more than dm-handholding and handwaving. This is because when you deal with such broad topics at low-levels, there is no sense of risk, the benchmark of drama; the dm either lets the pc take over the city or not; there are no solid rules to allow a pc to definitly determine the outcome. Its more improv than gameplay.

In a high-level game, its possible to run a rules-heavy campaign where the actions of the pcs themselves evoke the epic and fantastic. Big stakes with real choice; that's real drama.
 

jasamcarl said:
That doesn't have anything to do with 'pc style game play' but rather DnDs (IMO rightful) emphasis on the fantastic elements of its source material.
3E doesn't put "emphasis" on fantastical elements. It feed power-trip fantasies to disinfrenchised youth that feel better after bashin' things with all sorts of shiny magical trinkets. Really, if D&D focused on the fantastical, I wouldn't have a problem with it.

It's post-modern, not simply emulating fully its 'roots' but only what its audience finds relevant. In this case its the combat and magic which can grab all players equally as oppossed to grand narrative vision that doesn't work in a group-based rp game.
"Grand narrative"? Again, you are insinuating (quite incorrectly as usual) that entire power-dm/railroading thing you keep harping about.

Really, you're reaching the point of no longer being amusing.
 

Bendris Noulg said:
3E doesn't put "emphasis" on fantastical elements. It feed power-trip fantasies to disinfrenchised youth that feel better after bashin' things with all sorts of shiny magical trinkets. Really, if D&D focused on the fantastical, I wouldn't have a problem with it.

"Grand narrative"? Again, you are insinuating (quite incorrectly as usual) that entire power-dm/railroading thing you keep harping about.

Really, you're reaching the point of no longer being amusing.

Funny, i'm getting the feeling you are the type who is so confused by numbers/stats that your imagination fails you in seeing what those stats could represent. You are of the moronic 'you can't have both a game and roleplay' school, correct?
 

jasamcarl said:
I'm sure they can do all those things at low-level, but I doubt that it amounts to anything more than dm-handholding and handwaving. This is because when you deal with such broad topics at low-levels, there is no sense of risk, the benchmark of drama; the dm either lets the pc take over the city or not; there are no solid rules to allow a pc to definitly determine the outcome. Its more improv than gameplay
This says even more about your lack of ability than anything else.

In a high-level game, its possible to run a rules-heavy campaign where the actions of the pcs themselves evoke the epic and fantastic. Big stakes with real choice; that's real drama.
More insinuations? I mean, really... Is your use of the term "rules-heavy campaign" supposed to convince folks that I run a "rules-light campaign"? And tell me, while you are throwing all these insults around, how do you know so much about me?

Fact is, you don't know squat about me, and I suggest you try to keep this conversation grounded on facts instead of baseless insults. You might actually prove a point instead of illustrating your inability to GM low-level games or debate a rather simple topic.
 

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