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General Tabletop Discussion
*Dungeons & Dragons
No One Plays High Level?
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<blockquote data-quote="ECMO3" data-source="post: 9224253" data-attributes="member: 7030563"><p>This is not true IMO. The best low level spells are not damaging spells to start with (or they have a control aspect in addition to the damage) and many of them upcast very well and many others remain potent, or even become more potent at high levels.</p><p></p><p>Protection from Evil and Good is a great spell at any level, but it is actually MORE powerful at high level than at low level.</p><p></p><p>Things like Shield, Absorb Elements and Silvery Barbs remain potent and useful at high levels.</p><p></p><p>Cause Fear is effective at all levels and upcasts really well. Dissonant Whispers and Command are both very effective still at high level (and command upcasts)</p><p></p><p>Also although people don't like to hear it, Sleep is actually good at high levels. It is better at tier 4 than at tier 2. Reason is it bypasses any save or hit roll. Get the BBEG whittled down in hit points and then cast sleep and legendaries are useless. No hit roll required! It is situational sure, but really good in those situations.</p><p></p><p>You could do a whole lot worse with some high level spell choices.</p><p></p><p></p><p>Because feat chains or prereqs are not fun in most campaings. This style of play is great for 1-shots but horrible for campaings, especially story-driven camapaings where players want their character to grow based on the story.</p><p></p><p>A LOT of players don't want to "choose" their 12th level feat at 4th level. The want to take what they want (or alternatively what the story dictates) at 4th level and not worry about having the right prerequisite in place for something else down the road at a level they may not even get to or worse with a story that does not end up driving the character towards that feat they prepped for.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9224253, member: 7030563"] This is not true IMO. The best low level spells are not damaging spells to start with (or they have a control aspect in addition to the damage) and many of them upcast very well and many others remain potent, or even become more potent at high levels. Protection from Evil and Good is a great spell at any level, but it is actually MORE powerful at high level than at low level. Things like Shield, Absorb Elements and Silvery Barbs remain potent and useful at high levels. Cause Fear is effective at all levels and upcasts really well. Dissonant Whispers and Command are both very effective still at high level (and command upcasts) Also although people don't like to hear it, Sleep is actually good at high levels. It is better at tier 4 than at tier 2. Reason is it bypasses any save or hit roll. Get the BBEG whittled down in hit points and then cast sleep and legendaries are useless. No hit roll required! It is situational sure, but really good in those situations. You could do a whole lot worse with some high level spell choices. Because feat chains or prereqs are not fun in most campaings. This style of play is great for 1-shots but horrible for campaings, especially story-driven camapaings where players want their character to grow based on the story. A LOT of players don't want to "choose" their 12th level feat at 4th level. The want to take what they want (or alternatively what the story dictates) at 4th level and not worry about having the right prerequisite in place for something else down the road at a level they may not even get to or worse with a story that does not end up driving the character towards that feat they prepped for. [/QUOTE]
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