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Oct playtest magic items are legend---wait for it--ary!
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<blockquote data-quote="tlantl" data-source="post: 6029777" data-attributes="member: 55225"><p>I see this as a matter of scale. If you are planning on having games span a dozen or more levels then you dispense those items over a longer period of time. I don't plan out thirty level campaigns, I seldom plan out anything over two or three levels and go from there. I don't play D&D for epic plots or long drawn out plotlines so I don't really have too much invested in the long run. The highest level characters I ever ran were mid to upper teens in AD&D and those characters were several real time years old by the time they reached those levels. </p><p></p><p>If you want to play with all of the really neat toys you need to get them into the game, if you want to wait the better part of a year or more before you need to deal with them then that's cool too. </p><p></p><p>I don't really have any particular liking for high level play as it moves too far into the realm of the absurd, and that's saying a lot about a game that is firmly rooted in the absurd to begin with. </p><p></p><p>For me when the mundane world can't challenge the group any more and the powers available to the character by dint of their classes it's time for me to semi-retire characters and start fresh. I still write adventures for those characters but high level play is exhausting to DM and a real chore to write for, so I do it less often. </p><p></p><p>But to the point, I would recommend setting your pace and if ten levels is too few then by all means hold off on the big guns until you think it's time to give them out.</p><p></p><p> For me, unless Next is much different than any of the other versions of the game I ever played there is no reason to plot out 30 levels of character abilities since only NPCs will ever have those levels.</p></blockquote><p></p>
[QUOTE="tlantl, post: 6029777, member: 55225"] I see this as a matter of scale. If you are planning on having games span a dozen or more levels then you dispense those items over a longer period of time. I don't plan out thirty level campaigns, I seldom plan out anything over two or three levels and go from there. I don't play D&D for epic plots or long drawn out plotlines so I don't really have too much invested in the long run. The highest level characters I ever ran were mid to upper teens in AD&D and those characters were several real time years old by the time they reached those levels. If you want to play with all of the really neat toys you need to get them into the game, if you want to wait the better part of a year or more before you need to deal with them then that's cool too. I don't really have any particular liking for high level play as it moves too far into the realm of the absurd, and that's saying a lot about a game that is firmly rooted in the absurd to begin with. For me when the mundane world can't challenge the group any more and the powers available to the character by dint of their classes it's time for me to semi-retire characters and start fresh. I still write adventures for those characters but high level play is exhausting to DM and a real chore to write for, so I do it less often. But to the point, I would recommend setting your pace and if ten levels is too few then by all means hold off on the big guns until you think it's time to give them out. For me, unless Next is much different than any of the other versions of the game I ever played there is no reason to plot out 30 levels of character abilities since only NPCs will ever have those levels. [/QUOTE]
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