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<blockquote data-quote="Galethorn" data-source="post: 1703883" data-attributes="member: 7888"><p>Well, in my experience--mostly as a player, rather than DM, since most of the games I've run haven't gone for many levels in a row--this is my overall breakdown of the levels vs. campaign style...</p><p></p><p>1-4: Generally on a smallish scale, involves an awful lot of care on the part of both PCs and DM to avoid either a TPK or a monty haul.</p><p>5-12: This is the level where PCs come into their own; they can survive more, and begin to have serious offensive capabilities, both because of warriors getting iterative attacks and spellcasters getting 'the big guns'.</p><p>12-16: Things start getting notably item- and spell-centric, and initiative starts becoming more important than HP or attack bonus.</p><p>17-20: Everything goes crazy. Nuff said.</p><p>21+: It literally turns into a game of 'who can win initiative'.</p><p></p><p>Now, that's all in my experience as a player, with the kinds of DMs who are great at pre-written adventures, but haven't taken the slightest glance at any part of the DMG other than the final chapter. If you're better than that (which I'm sure you are, having taken the time to ask a question about DMing), I don't think things would get terribly out of hand.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 1703883, member: 7888"] Well, in my experience--mostly as a player, rather than DM, since most of the games I've run haven't gone for many levels in a row--this is my overall breakdown of the levels vs. campaign style... 1-4: Generally on a smallish scale, involves an awful lot of care on the part of both PCs and DM to avoid either a TPK or a monty haul. 5-12: This is the level where PCs come into their own; they can survive more, and begin to have serious offensive capabilities, both because of warriors getting iterative attacks and spellcasters getting 'the big guns'. 12-16: Things start getting notably item- and spell-centric, and initiative starts becoming more important than HP or attack bonus. 17-20: Everything goes crazy. Nuff said. 21+: It literally turns into a game of 'who can win initiative'. Now, that's all in my experience as a player, with the kinds of DMs who are great at pre-written adventures, but haven't taken the slightest glance at any part of the DMG other than the final chapter. If you're better than that (which I'm sure you are, having taken the time to ask a question about DMing), I don't think things would get terribly out of hand. [/QUOTE]
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