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The 14th level PCs have slain their thousands, the 18th level PCs their ten thousands
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<blockquote data-quote="Odhanan" data-source="post: 3518653" data-attributes="member: 12324"><p>I agree with you. I think that indeed there are expectations that the user, be it DM of player, comes to know about the game, i.e. locks don't stop PCs of a certain level (if ever), they will have <em>teleportation</em>, <em>wish</em>, <em>miracle</em> available at these levels, be able to <em>read thoughts</em> early on, et cetera.</p><p></p><p>These expectations are discussed in the DMG, if memory serves, but I don't think they are clearly spelled out and analyzed to provide potential solutions for the reader, which is something lacking. </p><p></p><p>I've been advocating for a "High Level Campaign Guide" for a long time now, something that would add to the DMG and describe step by step how to run high level and über high level campaigns, debunking all these potential trappings, helping DMs to understand different high-level group configurations, build adventures, dungeons and otherwise, and so on, so forth. I am NOT speaking of an "Epic Level Handbook" - i.e. not so much a need for new feats, crunch, rules, though I'd expect you just can't avoid it if you want the book to sell, but really a complete deciphering of high-level gameplay. The ultimate "how-to", an entire "Behind The Curtain" volume, really. </p><p></p><p>That'd be awesome.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3518653, member: 12324"] I agree with you. I think that indeed there are expectations that the user, be it DM of player, comes to know about the game, i.e. locks don't stop PCs of a certain level (if ever), they will have [I]teleportation[/I], [I]wish[/I], [I]miracle[/I] available at these levels, be able to [I]read thoughts[/I] early on, et cetera. These expectations are discussed in the DMG, if memory serves, but I don't think they are clearly spelled out and analyzed to provide potential solutions for the reader, which is something lacking. I've been advocating for a "High Level Campaign Guide" for a long time now, something that would add to the DMG and describe step by step how to run high level and über high level campaigns, debunking all these potential trappings, helping DMs to understand different high-level group configurations, build adventures, dungeons and otherwise, and so on, so forth. I am NOT speaking of an "Epic Level Handbook" - i.e. not so much a need for new feats, crunch, rules, though I'd expect you just can't avoid it if you want the book to sell, but really a complete deciphering of high-level gameplay. The ultimate "how-to", an entire "Behind The Curtain" volume, really. That'd be awesome. [/QUOTE]
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The 14th level PCs have slain their thousands, the 18th level PCs their ten thousands
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