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I don't get high-level D&D (merged)
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<blockquote data-quote="A'koss" data-source="post: 1291745" data-attributes="member: 840"><p><em><strong>Style of play...</strong></em></p><p> </p><p>In the end that's what it boils down to and either you like it or you don't. High Level play in Dungeons & Dragons is very... <em>D&D. </em>It is a style that is unique to itself, it doesn't try to really mirror anything else and is very, very different from low level play. Scry-Buff-Teleport, Improved Invisiblity-Fly-Bombard, Easy Resurrections, Lots of Money, Lots of Magic, Lots of Powerful, Intelligent Monsters and just plain Lots of Power... period.</p><p> </p><p>I'm one of those guys who (at one time) embraced it for all it's worth. One of the key tricks I learned was to create adventures where players are <em>required</em> to use those resources at their disposal rather than just nerfing them at every turn with anti-<em>this</em> and anti-<em>that</em>. It was lots of fun, I even created a setting (Namea) that embraced high magic and who's goal was to be a more believable campaign when you added all the D&Disms to the mix. But then a couple years later it kinda petered out...</p><p> </p><p>We looked at it too long and too closely and the center could no longer hold. High level play became some kind of unrecognizable monster which in no way mirrored what we generally thought <em><strong>Epic Adventuring</strong></em> should be like. Powerful, world renoun characters were a *good thing*, but the <em>D&D style of play</em> became increasingly unidentifyable and unsatisfying. Highly initiative dependent combat, very quick battles, very easy deaths and one hit wonders (Save or Die/Nerfs) didn't help either. </p><p> </p><p>So, like many before us, we opted to go the <em>Low(er) Magic, </em>more<em> Cinematic</em> route... So the question I put to the group was - What do you want it to <em>feel</em> like? And then I set about creating our latest setting.</p><p> </p><p>And I'll tell ya, there is feeling about the table now that I haven't seen since the early Greyhawk days of 1980s.</p><p> </p><p>Cheers!</p></blockquote><p></p>
[QUOTE="A'koss, post: 1291745, member: 840"] [i][b]Style of play...[/b][/i] In the end that's what it boils down to and either you like it or you don't. High Level play in Dungeons & Dragons is very... [i]D&D. [/i]It is a style that is unique to itself, it doesn't try to really mirror anything else and is very, very different from low level play. Scry-Buff-Teleport, Improved Invisiblity-Fly-Bombard, Easy Resurrections, Lots of Money, Lots of Magic, Lots of Powerful, Intelligent Monsters and just plain Lots of Power... period. I'm one of those guys who (at one time) embraced it for all it's worth. One of the key tricks I learned was to create adventures where players are [i]required[/i] to use those resources at their disposal rather than just nerfing them at every turn with anti-[i]this[/i] and anti-[i]that[/i]. It was lots of fun, I even created a setting (Namea) that embraced high magic and who's goal was to be a more believable campaign when you added all the D&Disms to the mix. But then a couple years later it kinda petered out... We looked at it too long and too closely and the center could no longer hold. High level play became some kind of unrecognizable monster which in no way mirrored what we generally thought [i][b]Epic Adventuring[/b][/i] should be like. Powerful, world renoun characters were a *good thing*, but the [i]D&D style of play[/i] became increasingly unidentifyable and unsatisfying. Highly initiative dependent combat, very quick battles, very easy deaths and one hit wonders (Save or Die/Nerfs) didn't help either. So, like many before us, we opted to go the [i]Low(er) Magic, [/i]more[i] Cinematic[/i] route... So the question I put to the group was - What do you want it to [i]feel[/i] like? And then I set about creating our latest setting. And I'll tell ya, there is feeling about the table now that I haven't seen since the early Greyhawk days of 1980s. Cheers! [/QUOTE]
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