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General Tabletop Discussion
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Preserving the Sweet Spot - A Rebuttal
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<blockquote data-quote="Hussar" data-source="post: 3117436" data-attributes="member: 22779"><p>See, now I do also disagree that D&D doesn't support high level play out of the box. It does quite well. The rules work as well at high levels as they do at lower levels. (Which is good or bad depending on your point of view <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) The problem isn't with the mechanics at high levels. There's next to no difference actually between the mechanics - the game uses the same language at low levels as it does at high.</p><p></p><p>The difference comes in volume. And, I believe you are right in that running high level games is harder than lower level games. That, I think, was my entire point. Why is it more difficult? Because there is almost zero support for high level games.</p><p></p><p>Six years into 3e and we have seven high level modules from Goodman. Probably a few dozen more from Dungeon. Compared to several hundred modules for lower levels. Campaign settings cater to lower level play - heck Eberron pretty much cuts high level play off at the knees. There is still the lingering perception that high level play is for twinks and munchkins which also tends to turn off people from high level games. </p><p></p><p>What I'm saying isn't that we need new rulesets for high level play. The rules are fine. What we need are a hundred or so more high level modules, four or five high level monster manuals to balance out the number of under CR 12 with over CR 12, some BattleBox sort of products to take the workload off and possibly a series of "How to" guides for high level games.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3117436, member: 22779"] See, now I do also disagree that D&D doesn't support high level play out of the box. It does quite well. The rules work as well at high levels as they do at lower levels. (Which is good or bad depending on your point of view :) ) The problem isn't with the mechanics at high levels. There's next to no difference actually between the mechanics - the game uses the same language at low levels as it does at high. The difference comes in volume. And, I believe you are right in that running high level games is harder than lower level games. That, I think, was my entire point. Why is it more difficult? Because there is almost zero support for high level games. Six years into 3e and we have seven high level modules from Goodman. Probably a few dozen more from Dungeon. Compared to several hundred modules for lower levels. Campaign settings cater to lower level play - heck Eberron pretty much cuts high level play off at the knees. There is still the lingering perception that high level play is for twinks and munchkins which also tends to turn off people from high level games. What I'm saying isn't that we need new rulesets for high level play. The rules are fine. What we need are a hundred or so more high level modules, four or five high level monster manuals to balance out the number of under CR 12 with over CR 12, some BattleBox sort of products to take the workload off and possibly a series of "How to" guides for high level games. [/QUOTE]
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