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%

Ogre Mage said:
Count me in as one of those who prefer levels 6-10. Usually by that time, the characters have been around enough to have developed a well-rounded personality and perhaps a bit of a reputation. The PCs are also experienced enough to have developed their abilities in specific directions (prestige classes). There is also a nice balance between the classes, with fighter-types, divine casters, arcane casters and rogues all getting a good chance to contribute. And yet the DM can still give the sense that there are forces in the world much greater than the PCs without having to resort to great wyrms, avatars and the tarrasque.

I don't like the low levels (1-5) because it's not very heroic dying from a crit from a goblin's non-magical dagger. Also, mages suck from levels 1-3. I've done low-level campaigning so many times I'm kind of sick of it. If you've seen one orc, zombie and kobold you've seen them all.

I've only played in two ongoing campaigns which progressed beyond 10th level and in both cases the DM began having a lot of trouble balancing the enounters properly. Running a high level game is more work, I think. There's so much more that you have to think about. I'm sure it could be a blast if done properly, though.

I agree with all of this pretty much. I like to start my games out with characters of at least 3rd level. Starting out above level one does NOT automatically equate to a munchkin campaign. I started a Scarred Lands Game over a year ago with 5th level characters, and they are level 8 now, with game sessions every other week...
 

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No preference! All of those 4 groups have their own unique attractions to me, wether I'm a player or the DM.

That said, DMing a five-pc campaign, where the PCs have an ECL of roughly 30-32, is extremely time-consuming. Stating out a single NPC usually takes me 10-12 hours, I spend night after night going through every encounter in my head before a session, I go through pads of paper like they were single sheets, and keeping track of the multitude of plotlines that have accumulated over the last 10 levels is practically impossible.

Still, I just love the challenge that it gives me. Or maybe I'm just a s***er for punishment? :p
 

Felon said:
D&D seems to get boring about 9th-level, when characters gain access to instantaneous information, instaneous travel, and the ability to cure themselves of any negative condition, including death. At that point, it starts to sharply deviate from fantastic fiction and feels more like a PC game where everything's about "cutting to the chase". Scry or commune the next place to go, teleport there, and after the battle raise your dead back up and collect the treasure.

Oh please, DnD above 9th level is all about adjusting to the challenges presented by divinations and teleports.

An inability to adjust to changing situations on the part of a DM doesn't make a game boring, it makes the DM boring.
 

Olive said:
Oh please, DnD above 9th level is all about adjusting to the challenges presented by divinations and teleports.

Yes, I agree. That often does tend to be all it's about. :rolleyes:

An inability to adjust to changing situations on the part of a DM doesn't make a game boring, it makes the DM boring.

The "blame the DM" bit is a fairly banal commentary someone always feels compelled to make any time they see a post expressing that someone doesn't like ___ in an RPG. According their rationale, a player not enjoying ___ is always the fault of the DM for not spending his time whittling off the corners of square pegs so that they fit in round holes. A true classic among attacks of obtuseness. [/deepsigh]

My take on the matter: the DM either negates the aforementioned capabilities whenever they would prove most useful, which is contrary to the point of acquiring them in the first place, or he allows them to be used freely and it becomes a game where where powerful spells and magic items overshadow personal resourcefulness. That's about what it boils down to IMO.

And looking at how the poll's going, I'd say at least a few folks share my take.
 
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