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General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="tetrasodium" data-source="post: 9841278" data-attributes="member: 93670"><p>Agreed entirely so far. Just wanted to get that part cleared up & out of the way.</p><p></p><p>In this part I have some disagreement and think it's because we have very different play styles. Based on some of what I remember from your past posts I recall you playing in games that advance extremely quickly through the levels and those groups needed to make house rules for situations rarely seem elsewhere without Monty haul/AL style players basically pick their lewt treasure like not being able to benefit from 3+rings.</p><p></p><p> Either way though my games tend to be much slower than average leveling with a lot more sandbox enabled adventuring. Sandbox gameplay campaigns are not some extreme outlier and in the scope of healthy long running campaigns with lots of books around the table they are probably a pretty significant fraction of the whole. </p><p></p><p>All of that is an important distinction because the missing bits of player side complexity and player impacting complexity that got streamlined away to the shoulders of high level campaign's gms are also often elements that are important for driving player desire to improve their PCs through adventuring well before even nearing high levels. Without those supporting elements and simplicity for the sake of simplicity driving everything it creates a scenario where any complaint about those missing gm support elements getting dismissed with endless "run better encounters" or descriptions of all seeing all knowing freaking hive minds as merely having <a href="https://www.enworld.org/threads/has-tiny-hut-actually-affected-your-game-or-has-it-otherwise-mattered.715974/post-9792320" target="_blank">enemies "acting intelligently</a>" because those sandbox problems don't show up with as much weight in a campaign leaning away from sandbox towards towards fairly linear adventure path style play</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9841278, member: 93670"] Agreed entirely so far. Just wanted to get that part cleared up & out of the way. In this part I have some disagreement and think it's because we have very different play styles. Based on some of what I remember from your past posts I recall you playing in games that advance extremely quickly through the levels and those groups needed to make house rules for situations rarely seem elsewhere without Monty haul/AL style players basically pick their lewt treasure like not being able to benefit from 3+rings. Either way though my games tend to be much slower than average leveling with a lot more sandbox enabled adventuring. Sandbox gameplay campaigns are not some extreme outlier and in the scope of healthy long running campaigns with lots of books around the table they are probably a pretty significant fraction of the whole. All of that is an important distinction because the missing bits of player side complexity and player impacting complexity that got streamlined away to the shoulders of high level campaign's gms are also often elements that are important for driving player desire to improve their PCs through adventuring well before even nearing high levels. Without those supporting elements and simplicity for the sake of simplicity driving everything it creates a scenario where any complaint about those missing gm support elements getting dismissed with endless "run better encounters" or descriptions of all seeing all knowing freaking hive minds as merely having [URL='https://www.enworld.org/threads/has-tiny-hut-actually-affected-your-game-or-has-it-otherwise-mattered.715974/post-9792320']enemies "acting intelligently[/URL]" because those sandbox problems don't show up with as much weight in a campaign leaning away from sandbox towards towards fairly linear adventure path style play [/QUOTE]
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