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Preserving the Sweet Spot - A Rebuttal
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<blockquote data-quote="Hussar" data-source="post: 3106544" data-attributes="member: 22779"><p>Wulf Ratbane started a very excellent thread talking about how the "sweet spot" in D&D is between levels 1-10, perhaps as high as 12, but the general consensus was around that area. To be fair, I agree with much of what he says. Running adventures in the single digits is comfortable - I know what I'm doing, the players and their characters lack any really big guns to surprise me and I can utilize a plethora of material out there that caters pretty much specifically to these levels.</p><p></p><p>What I disagree with is the idea that the game should promote this idea. That we should tweak the rules in such a way that the sweet spot is retained much longer by reducing the exponential power increases of higher level characters.</p><p></p><p>Reading the <a href="http://www.enworld.org/showthread.php?t=176527" target="_blank">Savage Tide is not Intriguing me</a> thread, I see calls for a 1-12 adventure path. This is an idea that I really oppose. I think that we should see MORE products featuring the 13+ levels than less.</p><p></p><p>Let me digress for a moment and see if my history fu is on target. In earlier editions, we had next to no support for 13th+ in 1e and 2e. There was the higher level rules for Mystara, but, I don't think they were quite as widespread as 1e or 2e. Certainly, there were far more modules for levels 1-12 than for 13+. Given the time it took to play to double digit levels, most campaigns wrapped up around 12th anyway.</p><p></p><p>Even in 3e, we see the same paradigm. Modules and splatbooks mostly focus on low to mid levels. PrC's can mostly be taken at 7th level. It wasn't until PHB2 that fighters finally got some loving at higher levels. Even spells, while much more powerful at higher levels, are much fewer in numbers. Most classes don't really change all that much at 13th plus as well, other than perhaps the Druid who actually gets some very funky abilities. Other than spells, what's the difference between a 12th level cleric and a 16th level one? Not a whole lot.</p><p></p><p>What I would like to see is a concerted effort to breathe some life into the higher levels. Modules that focus on higher levels, perhaps a DMG3 which deals with levels 12 to 25, a Monster Manual with no creatures under CR 11. In the above linked thread, it is mentioned how 1/5th of all the higher CR critters are dragons. That doesn't leave a whole lot of room for creativity in adventure design. We need shortcuts like David Noonan posted on the Design and Development article for creating and running high level adventures.</p><p></p><p>I honestly don't think we need to cut D&D off at "name level" in order to preserve the sweet spot. What I feel we need to do is sweeten the higher levels.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3106544, member: 22779"] Wulf Ratbane started a very excellent thread talking about how the "sweet spot" in D&D is between levels 1-10, perhaps as high as 12, but the general consensus was around that area. To be fair, I agree with much of what he says. Running adventures in the single digits is comfortable - I know what I'm doing, the players and their characters lack any really big guns to surprise me and I can utilize a plethora of material out there that caters pretty much specifically to these levels. What I disagree with is the idea that the game should promote this idea. That we should tweak the rules in such a way that the sweet spot is retained much longer by reducing the exponential power increases of higher level characters. Reading the [url=http://www.enworld.org/showthread.php?t=176527]Savage Tide is not Intriguing me[/url] thread, I see calls for a 1-12 adventure path. This is an idea that I really oppose. I think that we should see MORE products featuring the 13+ levels than less. Let me digress for a moment and see if my history fu is on target. In earlier editions, we had next to no support for 13th+ in 1e and 2e. There was the higher level rules for Mystara, but, I don't think they were quite as widespread as 1e or 2e. Certainly, there were far more modules for levels 1-12 than for 13+. Given the time it took to play to double digit levels, most campaigns wrapped up around 12th anyway. Even in 3e, we see the same paradigm. Modules and splatbooks mostly focus on low to mid levels. PrC's can mostly be taken at 7th level. It wasn't until PHB2 that fighters finally got some loving at higher levels. Even spells, while much more powerful at higher levels, are much fewer in numbers. Most classes don't really change all that much at 13th plus as well, other than perhaps the Druid who actually gets some very funky abilities. Other than spells, what's the difference between a 12th level cleric and a 16th level one? Not a whole lot. What I would like to see is a concerted effort to breathe some life into the higher levels. Modules that focus on higher levels, perhaps a DMG3 which deals with levels 12 to 25, a Monster Manual with no creatures under CR 11. In the above linked thread, it is mentioned how 1/5th of all the higher CR critters are dragons. That doesn't leave a whole lot of room for creativity in adventure design. We need shortcuts like David Noonan posted on the Design and Development article for creating and running high level adventures. I honestly don't think we need to cut D&D off at "name level" in order to preserve the sweet spot. What I feel we need to do is sweeten the higher levels. [/QUOTE]
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