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<blockquote data-quote="UngainlyTitan" data-source="post: 8949939" data-attributes="member: 28487"><p>Nothing stopping them providing the spell as treasure. No adventure is written so that it need the knock spell either. The issue is, there are almost no adventures written for level 12 and above and involving planar travel. One could have a planar travel adventure will a path through involving portals that also worked in the party bypassed a portal with a plane shift.</p><p></p><p>Critical Role ran their campaign to level 20 and involved planar and demi planar travel. Individual DM can do anything but I feel there is an element of self fulfilling prophesy in the lack of high level adventures. </p><p>No high level adventures means that DM do not get any practice at high level play and they make a mess of it first time. Level 1 to 20 campaign take too long in real time and the groups break up before level 13 or so, so WoTC writes campaigns from level 1 to 13 making the situation worse.</p><p>What is more they cut off anthology adventures around level 12 or 13 or so. </p><p>I think that there should be some shorter campaigns from level 11 to 15, 13 to 17 and 17 to 20. I think WoTC should make them as a kind of loss leader to encourage more high level play or maybe encourage one of the larger third parties to tackle it.</p><p>Otherwise I fear we will loose high level play altogether, in ten years official D&D will just got from level 1 to 15.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8949939, member: 28487"] Nothing stopping them providing the spell as treasure. No adventure is written so that it need the knock spell either. The issue is, there are almost no adventures written for level 12 and above and involving planar travel. One could have a planar travel adventure will a path through involving portals that also worked in the party bypassed a portal with a plane shift. Critical Role ran their campaign to level 20 and involved planar and demi planar travel. Individual DM can do anything but I feel there is an element of self fulfilling prophesy in the lack of high level adventures. No high level adventures means that DM do not get any practice at high level play and they make a mess of it first time. Level 1 to 20 campaign take too long in real time and the groups break up before level 13 or so, so WoTC writes campaigns from level 1 to 13 making the situation worse. What is more they cut off anthology adventures around level 12 or 13 or so. I think that there should be some shorter campaigns from level 11 to 15, 13 to 17 and 17 to 20. I think WoTC should make them as a kind of loss leader to encourage more high level play or maybe encourage one of the larger third parties to tackle it. Otherwise I fear we will loose high level play altogether, in ten years official D&D will just got from level 1 to 15. [/QUOTE]
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