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<blockquote data-quote="pemerton" data-source="post: 5225887" data-attributes="member: 42582"><p>I think whether this is merely more, or is also different, depends a bit on what you're hoping to get out of play.</p><p></p><p>If play is mostly the mechanical experience, then higher levels will tend to feel the same - although in D&D this has historically been true in only a limited way for spellcasters, who somewhere around 7th to 10th level undergo sufficient quantitative change for it to become almost qualitative.</p><p></p><p>But I think the "details" and the "trappings" are pretty important to a lot of people's play experience, and as these change with increasing levels, the feel of the game can change pretty radically. Admittedly my experience with this is more with Rolemaster than D&D mechanics, but the two games are similar enough that I'd be a bit surprised if there's anything inherent to the D&D mechanics that stops them supporting a more epic flavour at higher levels.</p><p></p><p>Of course, if your 20th level party starts each adventure sitting in a tavern in Sigil waiting to be recruited by a mysterious patron for a raid on the dungeons of Gehenna then you will get the "just more orcs" feel. But at that point we're talking about a campaign where there has not been any substantial change even with respect to the trappings.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5225887, member: 42582"] I think whether this is merely more, or is also different, depends a bit on what you're hoping to get out of play. If play is mostly the mechanical experience, then higher levels will tend to feel the same - although in D&D this has historically been true in only a limited way for spellcasters, who somewhere around 7th to 10th level undergo sufficient quantitative change for it to become almost qualitative. But I think the "details" and the "trappings" are pretty important to a lot of people's play experience, and as these change with increasing levels, the feel of the game can change pretty radically. Admittedly my experience with this is more with Rolemaster than D&D mechanics, but the two games are similar enough that I'd be a bit surprised if there's anything inherent to the D&D mechanics that stops them supporting a more epic flavour at higher levels. Of course, if your 20th level party starts each adventure sitting in a tavern in Sigil waiting to be recruited by a mysterious patron for a raid on the dungeons of Gehenna then you will get the "just more orcs" feel. But at that point we're talking about a campaign where there has not been any substantial change even with respect to the trappings. [/QUOTE]
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