Zardnaar
Legend
tbf superman is a boring dork
I don't get him either.
Generally don't like super hero movies and they're repetitive these days.
The ones more action based eg Dark Knight trilogy I like better.
tbf superman is a boring dork
It's hard to sell products for parts of the game the designers actively don't care about.
Regarding asking fundamentally new questionsThus, most of the essential character exploration can be done without the complications and distractions of very high power play. This is apt to be a notable part of why high level play doesn't get much attention - because it isn't asking fundamentally new questions.
I once used 25 cr 1 creatures as a encounter for level 17 party. They came in waves of 5 round after round, but in xenomorph style ( from different directions in all 3 dimensions). Some spells that are AoE don't have description of area effect in all 3 dimensions, or it's kind of vague (30 feet cones i'm looking at you). But, point is, that combat took time. Sure, they did little damage on individual basis, fighter could drop one with every attack, but they still used up lot more resources and it took way longer than fight vs two big monsters.They had support from around a dozen CR2-5 creatures. Hunger of Hadar and world tree barbarian.
Perhaps morality is the last link in the chain that snaps with the bomb in injustice, but it doesn't change the result of losing his obligations and responsibilities [to the world] with the death of Lois and the unborn baby. Ironically Superman probably balances the budget while creating a utopia acting like PCs do when they notice longer consider the world & those in it as something that they might need to rely onI'd say that morality is the difference. That morality does not necessarily manifest as Supes taking on benevolent administrative management duties for the nation, though.
"Yes, Superman, you saved us from Darkseid. Now, can you help us balance the budget?"
I don't want to seem ageist, but the lead designers of RPGs for most of the lifetime of the TTRPG hobby have been people who grew up where the bulk of popular fantasy have been low power.People keep asserting that, as if it is a basic failing of the designers.
But, there's an observable point that D&D is hardly different in this regard. Most games don't go "from Zero to Nation-leader/god". And the couple that do* still see players fall off before the upper echelons of power are reached.
That's a solid enough pattern that there's probably good reasons for it beyond, "they just don't support it."
*say, World of Darkness - upper-end Mages and Vampires are incredibly potent.
The designers have always* designed bad high level play.Designers have said exactly that. Product was made.
The big selling older items they're generally all level 1-8. Exception was demon web module.
Paizo APs used to go to level 20. I'm not sure if they stopped doing that.
I once used 25 cr 1 creatures as a encounter for level 17 party. They came in waves of 5 round after round, but in xenomorph style ( from different directions in all 3 dimensions). Some spells that are AoE don't have description of area effect in all 3 dimensions, or it's kind of vague (30 feet cones i'm looking at you). But, point is, that combat took time. Sure, they did little damage on individual basis, fighter could drop one with every attack, but they still used up lot more resources and it took way longer than fight vs two big monsters.
I wouldn't. I would publish level 15-20 adventures that explicitly weren't "endgame" adventures. Honestly they should make one of their anthologies that is just high level adventures.Hypothetically how would you plan for and advertise a level 1-20 campaign?
We're just going to have to agree to disagree. I don't think lack of consideration = deliberate design for one shots. Even unsupported, I've run multiple high level 5e campaigns just fine. I was just frustrated by the lack of diversity in high level monsters. 3pp folks helped there.That kind of blame shifting to excuse 5hr result of deliberate design choices is not made is not relevant. By actively choosing to endlessly design for simplify & streamline to the monorail song tune, 5e actively makes choices that also impact what styles of high level play. Not considering high level play while designing against all but a single style is the same end result as choosing to design explicitly for that one style. 5e doesn't just "ignore high level play", it actively works against any style of high level play other than one shot/low agency string of them for high level play. The only way to fix that is with a book.