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Preserving the Sweet Spot - A Rebuttal
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<blockquote data-quote="kaomera" data-source="post: 3108986" data-attributes="member: 38357"><p>First of all, I think more high-level content is a great idea. I think it might be better not to go so far in the direction of multiple high-level-only products, but I'm actually kind of disappointed that there aren't more "pre-advanced" versions of monsters being statted up in recent monster books. A "Legends" (ie: levels 10-20) PHII / DMGII-style book would be cool, although I'm not really sure I'd personally give it any priority as a purchase. But there's a lot of recent stuff that I think should do really good things for higher-level play (while still being useful at lower levels), such as the Affiliations rules from PHII, or stuff from the DMGII and/or Powers of Fareun.</p><p></p><p>One of the biggest problems with higher-level published material is that IMHO higher-level characters require more customized responses. I base this off of experiences with first through tenth level characters, mostly, so perhaps I'm wrong. However, I've found that the more levels the characters get under their belts, and the bigger the gap between skills and abilities the characters have focused on and ones they haven't, the more you have to re-write published adventures. And it can get to be a really tricky balancing act to keep the characters' abilities in mind and make the adventure challenging without taking away from just how awesome those abilities are supposed to be.</p><p></p><p>When I started my most recent campaign I made a promise to let the players get their characters to "at least 15th level, or die trying". Honestly, I haven't deliberately been trying to block higher-level play. My last game I aimed to try and capture the "high-level feel" at lower levels, and the Eberron game before that I had a plan for going from first through twentieth level. I'm not sure what I was doing wrong, but both games simply broke down before we could really get anywhere. It just seemed that I ended up playing the PCs for the players, who couldn't seem to keep track of their own capabilities and alternated between excessive caution and excessive overconfidence. I think part of the problem may have been that they expected higher levels to be more of a cakewalk, whereas (as has been pointed out) high-level combats can be very, very deadly; and they are much more likely to come to the attention of the powers-that-be (especially if they strut around Sharn making a big deal of "Look at us! We're 14th level!").</p></blockquote><p></p>
[QUOTE="kaomera, post: 3108986, member: 38357"] First of all, I think more high-level content is a great idea. I think it might be better not to go so far in the direction of multiple high-level-only products, but I'm actually kind of disappointed that there aren't more "pre-advanced" versions of monsters being statted up in recent monster books. A "Legends" (ie: levels 10-20) PHII / DMGII-style book would be cool, although I'm not really sure I'd personally give it any priority as a purchase. But there's a lot of recent stuff that I think should do really good things for higher-level play (while still being useful at lower levels), such as the Affiliations rules from PHII, or stuff from the DMGII and/or Powers of Fareun. One of the biggest problems with higher-level published material is that IMHO higher-level characters require more customized responses. I base this off of experiences with first through tenth level characters, mostly, so perhaps I'm wrong. However, I've found that the more levels the characters get under their belts, and the bigger the gap between skills and abilities the characters have focused on and ones they haven't, the more you have to re-write published adventures. And it can get to be a really tricky balancing act to keep the characters' abilities in mind and make the adventure challenging without taking away from just how awesome those abilities are supposed to be. When I started my most recent campaign I made a promise to let the players get their characters to "at least 15th level, or die trying". Honestly, I haven't deliberately been trying to block higher-level play. My last game I aimed to try and capture the "high-level feel" at lower levels, and the Eberron game before that I had a plan for going from first through twentieth level. I'm not sure what I was doing wrong, but both games simply broke down before we could really get anywhere. It just seemed that I ended up playing the PCs for the players, who couldn't seem to keep track of their own capabilities and alternated between excessive caution and excessive overconfidence. I think part of the problem may have been that they expected higher levels to be more of a cakewalk, whereas (as has been pointed out) high-level combats can be very, very deadly; and they are much more likely to come to the attention of the powers-that-be (especially if they strut around Sharn making a big deal of "Look at us! We're 14th level!"). [/QUOTE]
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