D&D 5E Is WotC ever going to release something high level? Even as UA test material?


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Because they can.

Because they get away with it.

Because so many people aren't critical of WotC enough.

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Honestly I think the issue is that it is simple to make an adventure for 1-11 but past that groups start to require more customization based on party consistency, PC optimization, player ability, magic items, etc. That level of customization is difficult to achieve in a mass-market product and is best done by people familiar with a campaign, it's PCs and players. D&D has always been like that.

That said more tools for running high level play is always appreciated. But it's not the sweet spot so as usual if you want those tools you're either going to need to wait and see, or seek other alternatives for support.
 


Excuse me?

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you have no excuses private Zapp. you said. What happened to the idea that if a game advertises twenty levels, we should actually COMPLAIN if said game doesn't actually support all twenty levels...?
.......
I say, pay up because those two recent adventures support high level play. Or are you just griping because WOTC can not read your Joey brain. Psychically know your players builds and then produce an adventure which will only support your players only.
So Private Zapp the game IS being supported. Just not in your flavor. You know, you could write your own 3rd party adventures in the time you spend gripping here. And you will make thousands and thousands of dollars because you be the only one putting out great high level adventures.
 


No, if you think the support is sufficient, you simply haven't tried it.
They have the exact same support as every other level. The only difference, as far as I can tell, is premade plots that I don't engage in to begin with, since I find them dull.

So, tell me, what exactly kind of support is missing? You're talking a good game, but entirely without any specifics. What, besides plot and enemy choices that really have to be changed between tables anyways is missing?
 

Completely uninterested in DMsG or AL scenarios, and will not pay money for them regardless of level.
So, I'm curious--what would your ideal high-level adventure look like, and which features of it are lacking in the AL scenarios and/or the typical DMsG offering?
 

In my experience, which surely isn't universal, the problem becomes tailoring things to particular parties. What I mean is that as you say the Encounter Building rules don't function well at most levels (and grows worse over time). So as a DM you (or at least I) get used to tailoring challenges as you go based on instinct and experience. Which works great. Even at high levels, this can be done, and after a while it's not that hard to do it.

Except the higher and higher levels the party gets, I suspect the more those instincts and experiences are honed by the particular party and player composition you're working with at your table.

So by the time you're at level 16, what challenges one party bares very little resemblance to what might challenge some other group.

Now, how do you write an adventure that can properly challenge most level 16 groups, if the best way to do it is to tailor it to the particular group? It becomes a pretty tricky task.

I agree. It could be done in general terms - environments, themes etc - rather than detailed encounters. So eg detail the Abyssal Lair of Demogorgon as a kind of sandbox, not linear series of encounters.
 

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