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<blockquote data-quote="Brother MacLaren" data-source="post: 1425862" data-attributes="member: 15999"><p>Well, I considered "game gets too silly and world is not believable" to be one of the pitfalls of high-level games. YMMV.</p><p></p><p>"Escalating arms race of magic and magic counter-measures" is another pitfall - at least in my opinion. Here's one suggestion I've had - add some non-magic counters. Perhaps gold blocks telepathy and mind control, which explains why gold is valuable and why kings wear gold crowns. </p><p>Or maybe incorporeal undead cannot enter a house if the threshold is covered by a line of salt (I know that isn't precisely magic and counter-measures, but any game world with incorporeal undead has to explain how life still exists - a spectre could create an army of thousands in a single night and even the DMG demographics don't postulate enough high-level clerics to form an effective defense). I particularly like tweaks that make various historical superstitions or customs suddenly valuable.</p><p></p><p>Other pitfalls, as noted by the Midget, are getting your players emotionally attatched to their characters, dealing with divination, resurrection, and teleportation magic, and making the PC's fear something as characters.</p><p>All of which I agree are challenges in designing interesting high-level games.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 1425862, member: 15999"] Well, I considered "game gets too silly and world is not believable" to be one of the pitfalls of high-level games. YMMV. "Escalating arms race of magic and magic counter-measures" is another pitfall - at least in my opinion. Here's one suggestion I've had - add some non-magic counters. Perhaps gold blocks telepathy and mind control, which explains why gold is valuable and why kings wear gold crowns. Or maybe incorporeal undead cannot enter a house if the threshold is covered by a line of salt (I know that isn't precisely magic and counter-measures, but any game world with incorporeal undead has to explain how life still exists - a spectre could create an army of thousands in a single night and even the DMG demographics don't postulate enough high-level clerics to form an effective defense). I particularly like tweaks that make various historical superstitions or customs suddenly valuable. Other pitfalls, as noted by the Midget, are getting your players emotionally attatched to their characters, dealing with divination, resurrection, and teleportation magic, and making the PC's fear something as characters. All of which I agree are challenges in designing interesting high-level games. [/QUOTE]
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