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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Celtavian" data-source="post: 6835822" data-attributes="member: 5834"><p>I deal with metagame discussions in a long-term D&D campaign all the time as a DM. Every single session and every campaign prior to character creation. I'm trying to illustrate to you what players do in a long-term campaign. The risk-reward thinking. The personal goals that often involve seeking power they can use. Choosing adventures carefully that fit what they want to do. </p><p></p><p></p><p></p><p>My players want the following:</p><p>1. Magic items they can use to make their character more powerful.</p><p></p><p>2. Levels.</p><p></p><p>All the other stuff gets bored looks from my players. Getting lands and title was fun when it first happened, decades ago. Gold is only a means to acquire magic items. Saving the world? They've done that dozens of times. </p><p></p><p>There response to this is, "Blah, blah, blah, stop the BBEG from doing BBEG stuff. Are there going to be good magic items? Did I get my level?" </p><p></p><p></p><p></p><p></p><p></p><p>I don't have any hard feelings. I was interested more in the combat part of the experiment than the roleplay. </p><p></p><p>The main reason I gave you a hard time was to illustrate what I deal with in high level play. My players won't play with DMs that kill them too often. They want their levels. If they invest a great deal of time in a character, they get unhappy if I kill them.</p><p></p><p>They don't like timetables, this was especially true in 3E because they had no time to make magic items. I had to ensure they had time to make magic items or they were not having fun.</p><p></p><p>My players in 5E are barely tracking gold. They have nothing to do with it. I've started to allow them to purchase magic items now and again, so they have motivation to track gold. The whole wealth thing would have been a useless offer. </p><p></p><p>Now had we got around to it, I planned to negotiate for specific magic items or closer to the mark of what the players would use. They would have negotiated for magic items they can use. That would have motivated them to do the adventure. </p><p></p><p>It is my experience that most long-term players think this way. DMs usually concentrate on fun encounters or stories. Players are usually self-interested wanting advancement and magic items they can use. I'm sure experiences differ, but that is my experience.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6835822, member: 5834"] I deal with metagame discussions in a long-term D&D campaign all the time as a DM. Every single session and every campaign prior to character creation. I'm trying to illustrate to you what players do in a long-term campaign. The risk-reward thinking. The personal goals that often involve seeking power they can use. Choosing adventures carefully that fit what they want to do. My players want the following: 1. Magic items they can use to make their character more powerful. 2. Levels. All the other stuff gets bored looks from my players. Getting lands and title was fun when it first happened, decades ago. Gold is only a means to acquire magic items. Saving the world? They've done that dozens of times. There response to this is, "Blah, blah, blah, stop the BBEG from doing BBEG stuff. Are there going to be good magic items? Did I get my level?" I don't have any hard feelings. I was interested more in the combat part of the experiment than the roleplay. The main reason I gave you a hard time was to illustrate what I deal with in high level play. My players won't play with DMs that kill them too often. They want their levels. If they invest a great deal of time in a character, they get unhappy if I kill them. They don't like timetables, this was especially true in 3E because they had no time to make magic items. I had to ensure they had time to make magic items or they were not having fun. My players in 5E are barely tracking gold. They have nothing to do with it. I've started to allow them to purchase magic items now and again, so they have motivation to track gold. The whole wealth thing would have been a useless offer. Now had we got around to it, I planned to negotiate for specific magic items or closer to the mark of what the players would use. They would have negotiated for magic items they can use. That would have motivated them to do the adventure. It is my experience that most long-term players think this way. DMs usually concentrate on fun encounters or stories. Players are usually self-interested wanting advancement and magic items they can use. I'm sure experiences differ, but that is my experience. [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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