D&D General Mike Mearls says control spells are ruining 5th Edition

13th Age gets close but it still isn't simple enough at high level.

Daggerheart and Draw Steel both feel like 10 levels of mid level play. Only played Daggerheart so far but it felt still mid level.

But it think the idea of fully replacing low level stuff with high level stuff popularized by 13A & DH would be the way.
A rhetorical question so I can understand your view...

A high level necromancer would lose Animate Dead and replace it with something more powerful? What if they wanted to merely animate skeletons?

Thanks.
 

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Making a high module for general consumption cannot be done well, because it has to appeal broadly to people, and that means monster fights, traps, etc. which don't do high level well. It's a catch 22. They need to not make high level adventures, but teach DMs how to do it themselves. There are a few ways to do it well and the DMs can mix and match the ways they like to play and/or the way the players like to play.
Agreed.

BL: High level adventures need/should be tailored to the high level group and campaign. Wizards cant do that for you.

But they could offer guidelines.
 

A rhetorical question so I can understand your view...

A high level necromancer would lose Animate Dead and replace it with something more powerful? What if they wanted to merely animate skeletons?

Thanks.
You did not ask me, but--at least if I were the one writing it--I would expect that at the level you lose access to Animate Dead, you would have the option to pick up Greater Animate Dead if you want it. And at the level you'd lose Greater Animate Dead, you could pick up Mass Reanimate (raising many of the weaker undead) and/or Create Undead (allowing you to produce the strongest possible individual/small set of undead minions). In other words, if there's something that's supposed to be a pretty core tenet of the experience, it should grow with you, not just remain frozen in place.*

More or less, your abilities intensify once you cross certain thresholds, rather than solely expanding. This helps simplicity by restricting the total number of simultaneous options, while still allowing growth. It is, however, still some complexity cost and not none--because needing to change your abilities is a complexity increase, just less of one.

*Alternatively, make it a core class feature that gets updated inherently. Don't let the Necromancer not have some version of "Animate Dead", because it's meant to be part of the experience.
 

A rhetorical question so I can understand your view...

A high level necromancer would lose Animate Dead and replace it with something more powerful? What if they wanted to merely animate skeletons?

Thanks.
He can.

It does if anything high level looks at it so go ahead and waste a turn.
 



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