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<blockquote data-quote="Minigiant" data-source="post: 8716837" data-attributes="member: 63508"><p>I guess I must clarify my statement for most to understand.</p><p></p><p>5e "flops hard" at starting campaigns are Tier 3 or 4 (or late 2). Starting at level 1 and playing to level 16+ gives the players and DM over 10 levels to understand the dynamics and mechanics of the players, the PCs, what they want, and what they can handle.</p><p></p><ul> <li data-xf-list-type="ul">Encounter batttle balance in tier 3 & 4 is wonky.</li> <li data-xf-list-type="ul">There isn't many things to spend treasure on.</li> <li data-xf-list-type="ul">The game is designed Treasure neutral but few play that way</li> <li data-xf-list-type="ul">There are few supporting optional rules for Tier 3 & 4 play (followers, strongholds, monster variants, strategic and tactical variants, faction rules)</li> <li data-xf-list-type="ul">Many of the classes have few class features appropriate for Tier 3 & 4 outside of damage dealing (like every non-full caster)</li> <li data-xf-list-type="ul">Most multiclassing and Feat doesn't scale past level 10</li> <li data-xf-list-type="ul">PCs have too many resources in relation to obstacles</li> <li data-xf-list-type="ul">Casters have too many spell slots and mitigation of natural spell slots.</li> </ul><p></p><p>Starting a campaign straight at level 10 as the king of a nation collects the best of the kingdom to quest for artifact to save the continent for an awakening evil from prophesy off Session 1?</p><p></p><p>Either the campaign is very comedic and not-serious or everyone from players to DM need to be experienced in their classes and and have very very clear ideas of how the campaign would be handled and the configurations of the style and flavor.</p><p></p><p></p><p></p><p></p><p>A PC can have many stories. My first ever D&D chracter who didn't die and retire had 4 full on campaign stories before walking off into the sunset. The careers of PCs end when the group breaks or chooses to restart.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8716837, member: 63508"] I guess I must clarify my statement for most to understand. 5e "flops hard" at starting campaigns are Tier 3 or 4 (or late 2). Starting at level 1 and playing to level 16+ gives the players and DM over 10 levels to understand the dynamics and mechanics of the players, the PCs, what they want, and what they can handle. [LIST] [*]Encounter batttle balance in tier 3 & 4 is wonky. [*]There isn't many things to spend treasure on. [*]The game is designed Treasure neutral but few play that way [*]There are few supporting optional rules for Tier 3 & 4 play (followers, strongholds, monster variants, strategic and tactical variants, faction rules) [*]Many of the classes have few class features appropriate for Tier 3 & 4 outside of damage dealing (like every non-full caster) [*]Most multiclassing and Feat doesn't scale past level 10 [*]PCs have too many resources in relation to obstacles [*]Casters have too many spell slots and mitigation of natural spell slots. [/LIST] Starting a campaign straight at level 10 as the king of a nation collects the best of the kingdom to quest for artifact to save the continent for an awakening evil from prophesy off Session 1? Either the campaign is very comedic and not-serious or everyone from players to DM need to be experienced in their classes and and have very very clear ideas of how the campaign would be handled and the configurations of the style and flavor. A PC can have many stories. My first ever D&D chracter who didn't die and retire had 4 full on campaign stories before walking off into the sunset. The careers of PCs end when the group breaks or chooses to restart. [/QUOTE]
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