Plane Sailing said:Another issue which may or may not have been covered is that the reliance on derived values also tends to slow things down - when buffs/spells/poisons change the value of a stat and suddenly a dozen other derived/related values (attack/AC/hp/skills) change.
One option I toyed with, but not very seriously, is to eliminate bonus stacking issues but setting an arbitrary cap. For one setting you could say "all bonuses stack, but to a maximum of +5", for another setting you could say "all bonuses stack but to a maximum of +(character level)/2". Eliminate bonus types all together. Would it work? I don't know.
BTW nice to read a ten-page thread where everyone has remained civil!
Cheers
Plane Sailing! It's great to hear from you. Please elaborate on your "high level" gaming experiences for us.
I think you've identified a very critical addition to the pitfall list. The ease with which the "hours" of pre-work that players put into their higher level characters...which are subject to change!
Dispels, curses, poisons, negative levels, ability drains, all have a difficult and frustrating effect on these challenges.
I like the simplicity of your recommendation, too. In 2nd Ed, I recall there was a point where we implemented an "ego rule" (I believe from a Dragon Mag article) that worked well to help manage the "high level" magic item train.
I also want to share my complements to everyone who's particpated in this rather lengthy thread. Thank you for keeping it civil, and I hope interesting, for everyone involved.