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Which "phase" of D&D do you prefer?

What phase of D&D do you prefer?

  • Levels 1-5. Start it low, keep it low.

    Votes: 67 26.2%
  • Levels 6-10. More power, more options; not insane.

    Votes: 160 62.5%
  • Levels 11-15. Lots of power, lots of options.

    Votes: 55 21.5%
  • Levels 16-20+. Bordering on epic, or epic.

    Votes: 18 7.0%
  • No particular preference, or other (please explain)

    Votes: 38 14.8%

der_kluge

Adventurer
As a corollary to low level, low magic thread, I was curious *where* people prefer to game.

It would seem that D&D changes scope, if you will, from the various level. From sort of Lord of the Rings-like from levels 1-5, then higher fantasy from levels 5-10, and then really high fantasy from 10-15, and then crazy, earth-shattering stuff from 15-20.

The intent of this poll isn't to ask where you are currently playing it, but to find out where you *prefer* to play?
 

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In posting this, I decided that I didn't really know where I preferred to play. I chose "no preference" because I really don't have a lot of exposure with high level play. I'm currently running a high level game, but I've never played an extended high level game, so I can't speak towards my preference of that. But, I like levels 1-5 and levels 6-10 equally so.
 

Wow...one of the few times I just can't choose anything but No Preference. I've played through all the levels multiple times(as DM) and I find it all has ups and downs.

Low levels are fun for the insane challenge to keep the young heroes just alive for the next round.

The "low" mid levels are fun because its interesting to watch as the characters develop new powers and branch off into true individuals. I've found that this is also the point where a group really gets more tightly knit.

The "high" low levels are fun because the PC are taking thier first steps into a whole new world in a sense. As a DM, I can challenge them much much differently, and expect them to survive. It allows me to be much more open in both ideas for roleplaying and combat encounters.

The high levels are just an extension of that. The PCs are finally at thier "true" power, and they expect to have near impossible tasks. Developing them is fun, and the PCs enjoy what they can do.

As for Epic Levels, its just another step up, with even more options. I've found you can run the same type of game in ANY of those power levels, but the twists and turns and plot itself changes within each section...and I just love that. :)
 

I for one like the low levels. May gaming experience as been that the higher levels I play the more it seems that situations get solved by fighting and spells; whether that's my fault, players fault or the DMs, I don't know.

When you're low levels you have to think more.
 

die_kluge said:
It would seem that D&D changes scope, if you will, from the various level. From sort of Lord of the Rings-like from levels 1-5, then higher fantasy from levels 5-10, and then really high fantasy from 10-15, and then crazy, earth-shattering stuff from 15-20.

I think it's a mistake to assume that there are _no_ precedents or touchstones for what high-level 3E is like. Yes, you can do crazy stuff, but it's still crazy stuff with a theme. Regardless of what items there are, you're still probably not going to find grav tanks or orbital bombardment satellites in most D&D games....

I used to say that high-level 3E was a supers game, but then I realised this wasn't gaining me a lot of converts. ;) So now I've changed to saying that high-level 3E is a wuxia game, and in terms of the _effects_, it is. Characters in CTHD, Hero, Stormriders etc can fly, teleport, chuck around boom spells, and do a lot of the funky stuff that gets seen in D&D.

Mind you, perhaps because of my cultural background, I may have less of a problem mixing eastern and western fantasy tropes than some others. Even so, it's not like characters with powers that even the gods take notice of don't exist in western legend. Hercules is the canonical example of this; in Celtic myth, you have people like Cuchulain and others. Slaine is a modern take on the latter.

Assuming you don't mind this subgenre, the sticking point them becomes the extent to which you're willing to concentrate on the _effects_ in the game, while overlooking the mechanism by which those effects are generated. HERO makes the distinction between heroic and superheroic games. In the latter, characters pay for their powers via character points, and can generally be as wild as you want. In the latter, they get their powers via items. Since HERO is multigenre, the item may be a sniper rifle, a flaming sword, a portable supercomputer or whatever, but generally, a heroic game is more down-to-earth than a superheroic one.

High-level 3E is in the strange situation of trying to produce a superheroic game while using heroic mechanics. If it could be consistent one way or the other, a lot of angst would be rendered moot. Hence the market for games like Midnight, which produce consistency by sticking with heroic mechanics and removing superheroic effects (at least from the PC realm). Alternatively, you could go the other way, by introducing a superheroic mechanic via handwaves like imbued magic, friendly spirits, etc. The point is to provide the usual super powers, while reducing or lessening the emphasis on loot that standard 3E has.

IMC this is what I've done. The PCs have powers and buffs out the wazoo, but they've actually found not that much loot, relatively speaking. The last adventure netted them a cloak of dimension door, a +1 sword and some masterwork stuff (they're 10th-12th level). The adventure previous to that, they found nothing at all, and in fact used up a bunch of scrolls and an artifact-level item. A significant proportion of their powers is gained via imbued magic, which is pretty much an effects-based system.

Mind you, I haven't actually removed loot from the campaign entirely. This is because for a lot of people, including my players, finding stuff is _fun_. It's like the capstone on a tough encounter, to beable to find a trophy haul to take away. Getting rid of it entirely would be to remove a major component of the gaming experience.
 
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6-10, but always, always with an eye out for the future. I like playing in the won't-get-killed-by-a-lucky-orc-crit zone of 1-5, but what I like most about that level is that advancement is quick and you get out of it.

Personally, I think my favorite level to reach is 6th, because at that level you start to get your cool abilities, full-BABers get their second iterative attack, and you gain a third feat, generally the first one that really begins to define your character's style as different from other characters.
 

The DM work that I have to do goes up with the PC's level goes up, but they also start to be able to make plans (not just foil them). This means that I can have my evil NPCs start reacting to them, which is less work.

The extra work comes from the expanded size of the setting for high-level characters -- their mobility means that I have to keep track of a far larger stage, with a much larger cast.

-- N
 

Wow- I too had to say "No Preference..."

I guess it's usually whatever we're playing at the time that I like best; right now I'm so digging my nigh-Epic to Epic-level game. But I remember thinking "this is the best EVAR" with the start of the orcish game (1st level), the middle levels of the last big campaign arc I ran before the current group got together (prolly like 5th-9th level), etc.

I just plain love gaming. Too damn much.
 

The most fun levels for me are between 6-12 level - good enough for characters to be able to stand on their own two feet without many of the oddities of high level play that change the flavor of the game into... something else. :(

Cheers,

A'koss.
 
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I was close to saying no preference, but settled for 11-15. I like that edge of my PC is becoming a superstar, but still can get his rearend kicked.
 

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