Numion said:
According to the poll the usual messageboard argument that D&D is un-DMable at higher levels seems unfounded.
Well, it may beyond some DM's comfort zone but there are enough story hours to prove otherwise. My own game is at 19th level after playing all the way through from 1st. I hit a few rough spots, mainly when multiple players hit "goody" levels that boosted their output but I've learned to anticipate them.
It may seem complicated at first, but I noticed that actually playing up to those levels eases the transition considerably. All those new aspects to the game don't spring up suddenly.
Running characters up to the target level seems to be key. One-shots with higher level, unplayed characters tends to be slower and more difficult both for the player and DM. I can't count the number of times someone said "Oh, dang it, I forgot I could..." on either side of the screen.
Doing a "test run" is probably also a good idea. Every 6 months or so I run a one-shot with characters 5-10 levels higher than my core campaign. It gives people a chance to try out different classes (one guy loves mages for one-shots but prefers fighters for campaigns) and me a preview of how people are going to try to play the game. Cuts down emotional noise about vague rules since no one is particularly attached to the characters.
Some aspects do change in leaps, like I suppose some DMs have difficulties when teleport is first introduced. I never noticed this spell to change how the game's played, but travelling from A to B was never a dominant factor in my games. The spell is also pretty limited in capacity.
I made teleporting a requirement for some adventures and I'm sure to apply the restrictions on going places you know and that are distinctive.
Heal was the spell that caught me off guard. I've beat the fighter down and am about to move on to the 2nd string combatants when *bang!* the fighter's on his feet, hale and hearty! My BBEG had exhausted too much resources and was soundly trounced.
It caught me way off guard but it worked well for the game. I just had to realize that some NPCs will have the requisite knowledge and foresight to plan against Spell X and others wouldn't. The "hard" part of it was acknowledging that the players will sometimes out-think me or that I'm going to make mistakes and to just roll with it.