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<blockquote data-quote="Oofta" data-source="post: 8716991" data-attributes="member: 6801845"><p>Don't let pursuit of a perfect product stop you from delivering a good product.</p><p></p><p></p><p></p><p>I think it's a chicken-and-the-egg issue. Previous editions had major issues at high levels*. In 3.x you had linear fighters, quadratic wizards. In 4E you had <em>rounds </em>that could take an hour or more along with a dozen statuses and ongoing effects. So <em>of course</em> a lot of people didn't play high level. It was painful.</p><p></p><p>I've played in and run 5E campaigns to 20th level (my current home game is 16). It can be gonzo, combats can take a bit longer than I'd like. But it's fun. I can't say that about the previous two editions. The problems with modules is twofold. First, you have to know your group. Differences in skill, abilities, amount of magic, DM style make a difference. They all accumulate and become bigger differentiators in my experience. It's harder to write a generic module for every group. Second, too many low(er) level modules focus on things that <em>should</em> in my opinion be reserved for high level play. The world ending? A thunder of dragons collaborating to wreak havoc? Those are high level campaigns. When you have RoT and 15th level PCs fighting a dragon god, where do you go from there?</p><p></p><p>So while I think high level can be a lot of fun and it's always my goal to get there, I understand why we don't see more of it.</p><p></p><p>*<em>We never got to high levels before 3 because we didn't use GP for XP.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8716991, member: 6801845"] Don't let pursuit of a perfect product stop you from delivering a good product. I think it's a chicken-and-the-egg issue. Previous editions had major issues at high levels*. In 3.x you had linear fighters, quadratic wizards. In 4E you had [I]rounds [/I]that could take an hour or more along with a dozen statuses and ongoing effects. So [I]of course[/I] a lot of people didn't play high level. It was painful. I've played in and run 5E campaigns to 20th level (my current home game is 16). It can be gonzo, combats can take a bit longer than I'd like. But it's fun. I can't say that about the previous two editions. The problems with modules is twofold. First, you have to know your group. Differences in skill, abilities, amount of magic, DM style make a difference. They all accumulate and become bigger differentiators in my experience. It's harder to write a generic module for every group. Second, too many low(er) level modules focus on things that [I]should[/I] in my opinion be reserved for high level play. The world ending? A thunder of dragons collaborating to wreak havoc? Those are high level campaigns. When you have RoT and 15th level PCs fighting a dragon god, where do you go from there? So while I think high level can be a lot of fun and it's always my goal to get there, I understand why we don't see more of it. *[I]We never got to high levels before 3 because we didn't use GP for XP.[/I] [/QUOTE]
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