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Survey Results - Tier 1-4 experience
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<blockquote data-quote="discosoc" data-source="post: 6981024" data-attributes="member: 6801554"><p>My interpretation of this is that Wizards should seriously consider shifting power levels further down the line a bit. Having access to stuff like Plane Shift might be really cool for the player, but those sorts of spells tend to restrict the nature of adventures that can be run. As it currently stands, adventure designs really kind of start to break down by about level 12, as more and more caster classes gain abilities that allow for total bypassing of content.</p><p></p><p>On one hand, players might think "well that's not so bad, because we're using our abilities and it feels really good to know they were effective." But for people writing adventures, and the GM's having to prepare them in advance, it's usually not a great feeling to see hours worth of content skipped because the druid turned everyone into a cloud and flew past it. So then it becomes a matter of having to anticipate what your player's can do, and plan accordingly; for published adventure where you can make no assumptions about group makeup or spell selection, that's not possible.</p><p></p><p>I don't see this core problem being solved until Wizards is willing to get rid of the golden goose that is Wizard spell progression. Things would be totally different if the real crazy spells were held off until 16+.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6981024, member: 6801554"] My interpretation of this is that Wizards should seriously consider shifting power levels further down the line a bit. Having access to stuff like Plane Shift might be really cool for the player, but those sorts of spells tend to restrict the nature of adventures that can be run. As it currently stands, adventure designs really kind of start to break down by about level 12, as more and more caster classes gain abilities that allow for total bypassing of content. On one hand, players might think "well that's not so bad, because we're using our abilities and it feels really good to know they were effective." But for people writing adventures, and the GM's having to prepare them in advance, it's usually not a great feeling to see hours worth of content skipped because the druid turned everyone into a cloud and flew past it. So then it becomes a matter of having to anticipate what your player's can do, and plan accordingly; for published adventure where you can make no assumptions about group makeup or spell selection, that's not possible. I don't see this core problem being solved until Wizards is willing to get rid of the golden goose that is Wizard spell progression. Things would be totally different if the real crazy spells were held off until 16+. [/QUOTE]
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Survey Results - Tier 1-4 experience
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