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<blockquote data-quote="overgeeked" data-source="post: 8353097" data-attributes="member: 86653"><p>Life happens. Not everyone has the time to block 4-6 hours of play plus travel time every week, every fortnight, or even every month.</p><p></p><p>It all depends on how strict you're being about officially published by WotC and published explicitly for 5th Edition and what you mean by high-level content. Eleven of the official WotC modules go past 10th level. Six go to at least 15th. Only one goes to 20th. Some Adventurer's League stuff goes as high as 16th. It's trivial to convert TSR and WotC modules to 5th Edition, so there's about 47 years worth of modules to choose from. To say nothing of all the 3PP out there.</p><p></p><p>But if we're being honest. There's a clear and obvious in-game reason WotC doesn't put out much above 16th level. Wish. There's a reason Dungeon of the Mad Mage had paragraph after paragraph about how various high-level spells simply didn't work. It literally couldn't if there was any hope of the dungeon being a challenge. High-level magic is synonymous with game breaking magic. The higher the level the harder it is to challenge the party and the easier it is to trivialize whatever content you put in front of them. The DMG describes high level characters as literally fighting gods. Writing a canned module for that isn't the easiest thing to do. And just as there's a clear and obvious in-game reason, there's a clear and obvious out-of-game reason...as their surveys suggest, there's not a lot of call for high-level content...so they don't bother writing any because it would only sell a fraction of what their regular, lower-level modules sell. And they are a business after all.</p><p></p><p>That's up to individual DMs. There's rules for starting at higher levels in the DMG, p38.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8353097, member: 86653"] Life happens. Not everyone has the time to block 4-6 hours of play plus travel time every week, every fortnight, or even every month. It all depends on how strict you're being about officially published by WotC and published explicitly for 5th Edition and what you mean by high-level content. Eleven of the official WotC modules go past 10th level. Six go to at least 15th. Only one goes to 20th. Some Adventurer's League stuff goes as high as 16th. It's trivial to convert TSR and WotC modules to 5th Edition, so there's about 47 years worth of modules to choose from. To say nothing of all the 3PP out there. But if we're being honest. There's a clear and obvious in-game reason WotC doesn't put out much above 16th level. Wish. There's a reason Dungeon of the Mad Mage had paragraph after paragraph about how various high-level spells simply didn't work. It literally couldn't if there was any hope of the dungeon being a challenge. High-level magic is synonymous with game breaking magic. The higher the level the harder it is to challenge the party and the easier it is to trivialize whatever content you put in front of them. The DMG describes high level characters as literally fighting gods. Writing a canned module for that isn't the easiest thing to do. And just as there's a clear and obvious in-game reason, there's a clear and obvious out-of-game reason...as their surveys suggest, there's not a lot of call for high-level content...so they don't bother writing any because it would only sell a fraction of what their regular, lower-level modules sell. And they are a business after all. That's up to individual DMs. There's rules for starting at higher levels in the DMG, p38. [/QUOTE]
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