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so how often do you go above 10th level?
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<blockquote data-quote="Kinak" data-source="post: 6042403" data-attributes="member: 6694112"><p>Over half my D&D time has been spent over level 10, but that was almost all in one campaign that went well into epic levels. Another campaign poked briefly into the double digits. And I'd be surprised if my current campaign doesn't get over 10. So, quite a bit, actually.</p><p></p><p>To me, high level play is about player-driven impact on the world. Low levels are about making a place in the world and protecting it, gaining friends and enemies along the way. High levels are about changing the world itself, creating new things to protect, rewarding your friends, and punishing your enemies.</p><p></p><p>Now, I think that distinction has as much to do with time as power level. It takes a while for the PCs' relationships to the world and each other to build up. You can't, in my opinion, throw players straight into world-changing before they have those relationships to the world in place.</p><p></p><p>I think level-based progression works well with that, matching your power to change the world with the knowledge of what you want to change.</p><p></p><p>That said, I hope that they actually cap levels rather than just setting an arbitrary goal and letting the system collapse under it's own weight to create a "soft cap." If that means we get ten levels, great.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6042403, member: 6694112"] Over half my D&D time has been spent over level 10, but that was almost all in one campaign that went well into epic levels. Another campaign poked briefly into the double digits. And I'd be surprised if my current campaign doesn't get over 10. So, quite a bit, actually. To me, high level play is about player-driven impact on the world. Low levels are about making a place in the world and protecting it, gaining friends and enemies along the way. High levels are about changing the world itself, creating new things to protect, rewarding your friends, and punishing your enemies. Now, I think that distinction has as much to do with time as power level. It takes a while for the PCs' relationships to the world and each other to build up. You can't, in my opinion, throw players straight into world-changing before they have those relationships to the world in place. I think level-based progression works well with that, matching your power to change the world with the knowledge of what you want to change. That said, I hope that they actually cap levels rather than just setting an arbitrary goal and letting the system collapse under it's own weight to create a "soft cap." If that means we get ten levels, great. Cheers! Kinak [/QUOTE]
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so how often do you go above 10th level?
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