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Preserving the Sweet Spot - A Rebuttal
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<blockquote data-quote="Azgulor" data-source="post: 3118325" data-attributes="member: 14291"><p>While this may be true for most DMs, it is not for me. What I dislike about high levels are the campaign breaking elements that are introduced to maintain the power curve. Teleport and Raise Dead/Resurrection are probably the worst offenders, but there far from the only ones.</p><p></p><p>I realize this isn't going to change - ever. The power curve is part-n-parcel of D&D. The PC-Christmas trees adorned with magic items and high-fantasy spells are one style of play. (Which I refer to as Fantasy Super-Hero Action Hour.) I've been playing and GMing RPGs for 20 years. In almost every single case, once the campaign kicks into Fantasy Super-Hero mode, the players, the GM, or both start to lose interest. This Fantasy Super-Hero mode, as I call it, is D&D's own brand of fantasy. You rarely see it in fiction or film. Most players expect power increases in skill, not "NOW WE ARE GODS!".</p><p></p><p>While D&D will never satisfy this requirement, system tweaks can. Examples include MDT (as in d20 Modern, Conan, etc.) or Wounds/Vitality, Damage Save, etc. Unfortunately, publishers can't write adventures to the tweaks - it diminishes their potential audience. </p><p></p><p>But let's face it, it's much easier to ramp the power level up by adding things than lowering it by taking them away. If D&D played to the fantasy genre rather than its own Fantasy Super Hero model, high level play wouldn't be an issue. As an example, high-level Conan play or d20 Modern play is a much different experience than high-level D&D, yet both support 20 level characters. It would make more sense to have a supplement that includes the ultra-fantastic rather than baking it into the core.</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3118325, member: 14291"] While this may be true for most DMs, it is not for me. What I dislike about high levels are the campaign breaking elements that are introduced to maintain the power curve. Teleport and Raise Dead/Resurrection are probably the worst offenders, but there far from the only ones. I realize this isn't going to change - ever. The power curve is part-n-parcel of D&D. The PC-Christmas trees adorned with magic items and high-fantasy spells are one style of play. (Which I refer to as Fantasy Super-Hero Action Hour.) I've been playing and GMing RPGs for 20 years. In almost every single case, once the campaign kicks into Fantasy Super-Hero mode, the players, the GM, or both start to lose interest. This Fantasy Super-Hero mode, as I call it, is D&D's own brand of fantasy. You rarely see it in fiction or film. Most players expect power increases in skill, not "NOW WE ARE GODS!". While D&D will never satisfy this requirement, system tweaks can. Examples include MDT (as in d20 Modern, Conan, etc.) or Wounds/Vitality, Damage Save, etc. Unfortunately, publishers can't write adventures to the tweaks - it diminishes their potential audience. But let's face it, it's much easier to ramp the power level up by adding things than lowering it by taking them away. If D&D played to the fantasy genre rather than its own Fantasy Super Hero model, high level play wouldn't be an issue. As an example, high-level Conan play or d20 Modern play is a much different experience than high-level D&D, yet both support 20 level characters. It would make more sense to have a supplement that includes the ultra-fantastic rather than baking it into the core. Azgulor [/QUOTE]
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