Hairfoot
First Post
I used a 1st level example, but of course I don't advocate tooling around forever as a fragile 1-3. I think 8th is a good ceiling. The characters are at the peak of the bell curve, with maybe a level or two of a prestige class.Greg K said:My preference as a GM and a player is 1st to 8th level.
The worry with low-mid power campaigns is that PCs can get stuck in a rut, unable to progress within the storyline because they can't handle stronger foes or more dangerous missions.
That's why I like power "boosters". Perhaps a local patron lends the PCs a useful item or weapon to accomplish a task, on condition it's returned afterward. Or a wizard offers to teleport them straight into the heart of the drow cavern, giving them the drop on a wary enemy. By the time a party can cast a spell like that themselves, their foes are strong enough to repel it or negate the advantage of using it. But for a weaker party it's a significant advantage.
I also like the concept of commander characters. There's only so much four 5th level characters can do. So, perhaps the rogue has 3 1st level rogues with average stats recruited from a guild for some scouting, or the priest has a couple of novices, or maybe the local duke assigned some competent militiamen to the fighter to help hold the line. Not cohorts, but NPCs controlled by the DM. These sorts of things enable parties to achieve goals beyond their levels, but they have to use them wisely, because they're not permanent or intrinsic.
It also gives players more strategic options. I can't speak for others, but every group I've played with has been reluctant to split the party. When you do, you're all of a sudden running two or more separate mini-adventures, leaving players bored at the table and PCs strung out with no assistance from the party.
But if the ranger sends his two NPC allies around the side of the castle to create a distraction or snipe at the guards, the PCs can seize the moment and crawl in through the sewer.
Am I wrong in believing that lower-level characters are more likely to face multiple foes? Goblins, orcs, kobolds etc are a joke for high-end games, which often focus on singular, powerful enemies. Having NPC backup is great fun against numerous, weak foes. The 3.5 miniature combat rules make tactics useful in D&D for the first time (arguably), but they become less useful once characters are self-contained fortresses.
It doesn't suit players who aren't interested in macro strategy and tactics, or being lumped with NPCs to manage, or hate having magic items taken away, but it makes a close-to-the-bone game a lot more exciting.