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Running High Level 5E is more fun than I thought it would be.
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<blockquote data-quote="Mercurius" data-source="post: 7959418" data-attributes="member: 59082"><p>I haven't run high level 5ed, so can't speak from personal experience. But my guess is that it is a combination of three factors:</p><p></p><p>1) Greater complexity of game play - and more to keep track of.</p><p>2) A general preference for 'classic" D&D--levels 1-10ish, especially the "sweet spot" of tier 2 (5-10), if only because of familiarity.</p><p>3) Unwillingness/inability to shift paradigms to "superheroic" campaigns.</p><p></p><p>The first two are pretty self-explanatory, but the latter might be where there is some wiggle room, and where WotC could help out with some kind of higher level guidebook and adventures--meaning, a supplement with recommendations on how to run high level campaigns, different adventure seeds, campaign structures and, of course, actually adventures.</p><p></p><p>I think part of the problem, which relates to 2 and 3, is that higher level campaigns require a paradigm shift. You can still play classic adventuring styles with more powerful monsters and bigger piles of loot, but why not explore different styles of campaign? World-shaking events, artifacts, leading nations, exploring the planes, etc.</p><p></p><p>I think 3-10 will always be the sweet-spot for most, but I see no reason why--especially with the "flattened curve" of 5E--the higher levels can't also offer tons of great play experiences, especially if the DM and players are interested in exploring different types of campaigns. And as I said, WotC could help the situation out by offering more high level campaigns--even ones that start at 11th level, rather than most ending in the 11-15 range.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7959418, member: 59082"] I haven't run high level 5ed, so can't speak from personal experience. But my guess is that it is a combination of three factors: 1) Greater complexity of game play - and more to keep track of. 2) A general preference for 'classic" D&D--levels 1-10ish, especially the "sweet spot" of tier 2 (5-10), if only because of familiarity. 3) Unwillingness/inability to shift paradigms to "superheroic" campaigns. The first two are pretty self-explanatory, but the latter might be where there is some wiggle room, and where WotC could help out with some kind of higher level guidebook and adventures--meaning, a supplement with recommendations on how to run high level campaigns, different adventure seeds, campaign structures and, of course, actually adventures. I think part of the problem, which relates to 2 and 3, is that higher level campaigns require a paradigm shift. You can still play classic adventuring styles with more powerful monsters and bigger piles of loot, but why not explore different styles of campaign? World-shaking events, artifacts, leading nations, exploring the planes, etc. I think 3-10 will always be the sweet-spot for most, but I see no reason why--especially with the "flattened curve" of 5E--the higher levels can't also offer tons of great play experiences, especially if the DM and players are interested in exploring different types of campaigns. And as I said, WotC could help the situation out by offering more high level campaigns--even ones that start at 11th level, rather than most ending in the 11-15 range. [/QUOTE]
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Running High Level 5E is more fun than I thought it would be.
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