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*TTRPGs General
In appreciation of low-level adventuring
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<blockquote data-quote="Stormonu" data-source="post: 5968952" data-attributes="member: 52734"><p>I very much enjoy low-level games; I start losing interest in D&D as it creeps past 10th level - it starts crossing into the realm that feels more like a superhero comic than a S&S fantasy world. While I'll look at what is available at high level (teleport, finger of death, wish) it doesn't come up in my game where it becomes a regular feature. For what I play, the game could really stop around 9th-10th level and I'd have all the material I need for my regular games.</p><p></p><p>However, given that, I understand some folks prefer to reach or exclusively play at those superheroic or epic levels of power. And if I were them, I'd want the game to work at those levels without turning into an unplayable mire.</p><p></p><p>In my belief though, D&D has never been able to properly handle that shift into high power. It's put in place mechanics, but I don't get the sense that the designers put the effort into making it work - as if they simply didn't understand why someone would want to continue playing at that level of power. Or what kind of things you can do as you hit double-digit levels.</p><p></p><p>So I don't think we can leave that out of D&D without annoying a segment of the population, but the question is: do we want it in core where's it there but not supported or should it be a separate module that gets rigorous attention and support. Should how different it makes the game play regulate it to being printed separately so you can highlight how it's different and "do it right"?</p><p></p><p>On a side note, I REALLY wish they incorporate high level into the playtest (yeah, I know - I won't play it, why should I care?). However, I doubt they actually will. Like all the previous playtests I know of, they focus on a handful of low-levels and "trust" that high-level play will work itself out. Which didn't work before. WotC really ought to let those who enjoy high level take it for a test spin and point out what it needs to make it work for them.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5968952, member: 52734"] I very much enjoy low-level games; I start losing interest in D&D as it creeps past 10th level - it starts crossing into the realm that feels more like a superhero comic than a S&S fantasy world. While I'll look at what is available at high level (teleport, finger of death, wish) it doesn't come up in my game where it becomes a regular feature. For what I play, the game could really stop around 9th-10th level and I'd have all the material I need for my regular games. However, given that, I understand some folks prefer to reach or exclusively play at those superheroic or epic levels of power. And if I were them, I'd want the game to work at those levels without turning into an unplayable mire. In my belief though, D&D has never been able to properly handle that shift into high power. It's put in place mechanics, but I don't get the sense that the designers put the effort into making it work - as if they simply didn't understand why someone would want to continue playing at that level of power. Or what kind of things you can do as you hit double-digit levels. So I don't think we can leave that out of D&D without annoying a segment of the population, but the question is: do we want it in core where's it there but not supported or should it be a separate module that gets rigorous attention and support. Should how different it makes the game play regulate it to being printed separately so you can highlight how it's different and "do it right"? On a side note, I REALLY wish they incorporate high level into the playtest (yeah, I know - I won't play it, why should I care?). However, I doubt they actually will. Like all the previous playtests I know of, they focus on a handful of low-levels and "trust" that high-level play will work itself out. Which didn't work before. WotC really ought to let those who enjoy high level take it for a test spin and point out what it needs to make it work for them. [/QUOTE]
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