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Tell Me About Your Experiences With High Level 5E
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<blockquote data-quote="Zardnaar" data-source="post: 7499812" data-attributes="member: 6716779"><p>They did try, high level adventures did not sell that well along with high level content. The CMI part of BECMI sold a lot less than the B/X part of it. And BECMI is about the only edition of D&D I would want to run above level 20 and we had a high level game of it circa 1995 and it was fun in a munchkin teenage way.</p><p></p><p> They also tried the expected damage per level thing and they made a very dry and boring version of D&D that got people playing Pathfinder that crashed an burned in 2 years and was out of print in 4 years. </p><p></p><p> Pretty much any veiled dig you can make at 5E because its not 4E was done for a reason. Pretty much anything you can imagine in D&D has been done somewhere, I have around 400 odd D&D items and are still finding bits and pieces I missed in books from 20+ years ago. </p><p></p><p> The reason BECMI worked at higher level was the power level was a lot lower along with the numbers, a level 20 fighter only got +13 to hit with a maximum of +3 off strength. That is not to different from 5E at +11 and 4E even at +10+ ability mod. Lower numbers are good (5E could stretch ACs perhaps a bit on CR 10+ critters). Hell in BECMI a level 1 cleric had no spells, topped out at level 7 spells and wizards did not get level 9 spells to around level 21 or 22 IIRC. They also had very few to pick from clerics had 8 at each level, wizards 12 or 13 IIRC. Not that you got to pick your spells either you had to find scrolls or research them, which also kept the power level down. Not being able to buy items also keeps the power level down.</p><p></p><p> The more things you do kicking player entitlement to the curb (less moving parts, less choices etc) the better your D&D works at higher levels. That is the other reason why BECMI works at higher level. The more things you add the more things go wrong (3E and 4E are good examples there).</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7499812, member: 6716779"] They did try, high level adventures did not sell that well along with high level content. The CMI part of BECMI sold a lot less than the B/X part of it. And BECMI is about the only edition of D&D I would want to run above level 20 and we had a high level game of it circa 1995 and it was fun in a munchkin teenage way. They also tried the expected damage per level thing and they made a very dry and boring version of D&D that got people playing Pathfinder that crashed an burned in 2 years and was out of print in 4 years. Pretty much any veiled dig you can make at 5E because its not 4E was done for a reason. Pretty much anything you can imagine in D&D has been done somewhere, I have around 400 odd D&D items and are still finding bits and pieces I missed in books from 20+ years ago. The reason BECMI worked at higher level was the power level was a lot lower along with the numbers, a level 20 fighter only got +13 to hit with a maximum of +3 off strength. That is not to different from 5E at +11 and 4E even at +10+ ability mod. Lower numbers are good (5E could stretch ACs perhaps a bit on CR 10+ critters). Hell in BECMI a level 1 cleric had no spells, topped out at level 7 spells and wizards did not get level 9 spells to around level 21 or 22 IIRC. They also had very few to pick from clerics had 8 at each level, wizards 12 or 13 IIRC. Not that you got to pick your spells either you had to find scrolls or research them, which also kept the power level down. Not being able to buy items also keeps the power level down. The more things you do kicking player entitlement to the curb (less moving parts, less choices etc) the better your D&D works at higher levels. That is the other reason why BECMI works at higher level. The more things you add the more things go wrong (3E and 4E are good examples there). [/QUOTE]
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