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In Praise of Low-Level Campaigns
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<blockquote data-quote="Mishihari Lord" data-source="post: 2569835" data-attributes="member: 128"><p>I don't see the raw power aspect of high level vs low level play as being very important. There are differences, but that isn't one of them. Mechanically, you're either stronger than, equivalent to, or weaker than the oppositon. That's the same whether your 1st level or 20th. </p><p></p><p>One difference is the "glory" factor. It's just cooler to beat dragons than rats. But this doesn't really depend on level. If you wanted to say your 1st level fighter is the best in the land and give the 80' dragon that stats of a standard baby dragon, that would work, as long as severything else was scaled correctly in comparison. The whole higher level is cooler thing is just an illusion.</p><p></p><p>The "1st level is fragile" thing is also largely an illusion. Well, it's true with the RAW, but if you like low level play, you can fix this issue. The problem is that the random elements are a larger proportion of the fixed elements of play than they are at higher levels of play. If you scale down the damage an a few other things (an axe does 1d2 rather than 1d8) this issue largely disappears.</p><p></p><p>The level of versimmiltude supported at high vs low level play is a real issue, but it's so idiosyncratic that it's not really worth discussing.</p><p></p><p>IMO the major real difference between high and low level play is complexity. At higher levels, you have many many more options open to your characters, and so so your enemies. </p><p></p><p>Personally, I like low and mid levels. Mixing fantasy elements like magic and mosters with things I've really done like exploring caves makes the whole thing seem a lot more real to me. That drops when I'm plane-traveling or whatever at higher levels where there's no overlap with RL. Complexity at high level is also a bit of a turn-off. If I can't even remember all of my options in the heat of the moment, I'm outside of my comfort zone, level-wise.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 2569835, member: 128"] I don't see the raw power aspect of high level vs low level play as being very important. There are differences, but that isn't one of them. Mechanically, you're either stronger than, equivalent to, or weaker than the oppositon. That's the same whether your 1st level or 20th. One difference is the "glory" factor. It's just cooler to beat dragons than rats. But this doesn't really depend on level. If you wanted to say your 1st level fighter is the best in the land and give the 80' dragon that stats of a standard baby dragon, that would work, as long as severything else was scaled correctly in comparison. The whole higher level is cooler thing is just an illusion. The "1st level is fragile" thing is also largely an illusion. Well, it's true with the RAW, but if you like low level play, you can fix this issue. The problem is that the random elements are a larger proportion of the fixed elements of play than they are at higher levels of play. If you scale down the damage an a few other things (an axe does 1d2 rather than 1d8) this issue largely disappears. The level of versimmiltude supported at high vs low level play is a real issue, but it's so idiosyncratic that it's not really worth discussing. IMO the major real difference between high and low level play is complexity. At higher levels, you have many many more options open to your characters, and so so your enemies. Personally, I like low and mid levels. Mixing fantasy elements like magic and mosters with things I've really done like exploring caves makes the whole thing seem a lot more real to me. That drops when I'm plane-traveling or whatever at higher levels where there's no overlap with RL. Complexity at high level is also a bit of a turn-off. If I can't even remember all of my options in the heat of the moment, I'm outside of my comfort zone, level-wise. [/QUOTE]
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