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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="DragonLancer" data-source="post: 9595385" data-attributes="member: 11868"><p>My thoughts and my votes...</p><p></p><h3>* High level PC spells make the game harder for DMs to account for:</h3><p>An inexperienced DM problem. I've seen newer DM's plan overland encounters and scenes only for the players to call teleport or overland flight, bypassing everything the DM had planned. It's why our 1st and 2nd edition campaigns came down to ending around 12th level. Spells undid everything planned. But experienced DMs should have this planned for. I always check with my players now what they have gained after each level so I can adapt to their capabilities.</p><p></p><h3>* DMs lose interest in long-running campaigns and want to make new ones:</h3><p>I get this. I have so many campaign ideas and I'm always planning for the next one. After a while you do get that drive to start something new. </p><p></p><h3>* Other :</h3><p>I stick to what I said in the other discussion that there aren't enough high level adventures. There are one off adventures but they don't always fit into an existing campaign or setting. </p><p></p><p>I try not to run one off adventures in my campaigns. I like the Adventure Path format that Paizo has used. A fully worked campaign that runs 1st to at least 16th level, if not occasionally higher. Pathfinder 1 has these but it seems no one does them for D&D5 or if they do they are a bit weird or come with their own setting in built.</p><p></p><p>Then there is the issue that low to mid level adventures tend to be fairly straight forward... dungeons, caves, courtly intrigue, dark woods...etc. By the time you get to the high levels, you are supposed to be doing adventures in the Outer Planes or Multiverse. It's a kind of sudden change in the nature of the game and isn't all that easy to plan adventures around.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 9595385, member: 11868"] My thoughts and my votes... [HEADING=2]* High level PC spells make the game harder for DMs to account for:[/HEADING] An inexperienced DM problem. I've seen newer DM's plan overland encounters and scenes only for the players to call teleport or overland flight, bypassing everything the DM had planned. It's why our 1st and 2nd edition campaigns came down to ending around 12th level. Spells undid everything planned. But experienced DMs should have this planned for. I always check with my players now what they have gained after each level so I can adapt to their capabilities. [HEADING=2]* DMs lose interest in long-running campaigns and want to make new ones:[/HEADING] I get this. I have so many campaign ideas and I'm always planning for the next one. After a while you do get that drive to start something new. [HEADING=2]* Other :[/HEADING] I stick to what I said in the other discussion that there aren't enough high level adventures. There are one off adventures but they don't always fit into an existing campaign or setting. I try not to run one off adventures in my campaigns. I like the Adventure Path format that Paizo has used. A fully worked campaign that runs 1st to at least 16th level, if not occasionally higher. Pathfinder 1 has these but it seems no one does them for D&D5 or if they do they are a bit weird or come with their own setting in built. Then there is the issue that low to mid level adventures tend to be fairly straight forward... dungeons, caves, courtly intrigue, dark woods...etc. By the time you get to the high levels, you are supposed to be doing adventures in the Outer Planes or Multiverse. It's a kind of sudden change in the nature of the game and isn't all that easy to plan adventures around. [/QUOTE]
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