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The break-down in believability at higher levels of play
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<blockquote data-quote="WizarDru" data-source="post: 5444939" data-attributes="member: 151"><p>Ah, the classic 'how can high-level D&D handle verisimilitude?' question. </p><p></p><p>There are lots of approaches to this discussion and lots of answers. There is no single correct one, owing in large part to the fact that there are multiple play-styles and campaign designs. Some answers are simply better for some than others.</p><p></p><p>There is the 'why doesn't the BBEG just wipe out the heroes when they're 3rd level' question. There is the 'what stops the players from doing X?' question. There is the 'how come the players always manage to encounter a challenge they can reasonably beat?' conundrum.</p><p></p><p>And the fact that, depending on the game, all or none of these may be true. In the case of my current game, the heroes are part of an elite guard who hunts down monsters for the king. There will come a day when they are more powerful than any other member of their guard. But they may still take orders from weaker members. Why? Many possible reasons: it's in-character; they respect their commanders; level does not equal command skill, resources or social standing; they are Good.</p><p></p><p>On the other hand, as FireLance mentions, it's quite possible they WILL do start doing these things. And the DM should be prepared to answer let them or deal with figuring out why they would not. Take a look, for example, at Piratecat's 'Defenders of Daybreak' campaign or Sepulchrave's story hour. Here you have players playing Kingmaker and rewriting whole religions for the Greater Good. And why not? They were EPIC characters. In my 3E game that went Epic, the heroes challenged the very elemental essence of Chaos itself and they were demi-gods themselves, at that point (literally, in two cases).</p><p></p><p>There can be plenty of in-game reasons for the answers to the OP's questions...the real discussion is whether or not it matters.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5444939, member: 151"] Ah, the classic 'how can high-level D&D handle verisimilitude?' question. There are lots of approaches to this discussion and lots of answers. There is no single correct one, owing in large part to the fact that there are multiple play-styles and campaign designs. Some answers are simply better for some than others. There is the 'why doesn't the BBEG just wipe out the heroes when they're 3rd level' question. There is the 'what stops the players from doing X?' question. There is the 'how come the players always manage to encounter a challenge they can reasonably beat?' conundrum. And the fact that, depending on the game, all or none of these may be true. In the case of my current game, the heroes are part of an elite guard who hunts down monsters for the king. There will come a day when they are more powerful than any other member of their guard. But they may still take orders from weaker members. Why? Many possible reasons: it's in-character; they respect their commanders; level does not equal command skill, resources or social standing; they are Good. On the other hand, as FireLance mentions, it's quite possible they WILL do start doing these things. And the DM should be prepared to answer let them or deal with figuring out why they would not. Take a look, for example, at Piratecat's 'Defenders of Daybreak' campaign or Sepulchrave's story hour. Here you have players playing Kingmaker and rewriting whole religions for the Greater Good. And why not? They were EPIC characters. In my 3E game that went Epic, the heroes challenged the very elemental essence of Chaos itself and they were demi-gods themselves, at that point (literally, in two cases). There can be plenty of in-game reasons for the answers to the OP's questions...the real discussion is whether or not it matters. [/QUOTE]
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