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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="tetrasodium" data-source="post: 9595880" data-attributes="member: 93670"><p>It's a combination of many factors that have somewhat grown in 5e. There are many reasons why a group might choose to continue advancing through or stop before higher levels for a given edition.</p><p></p><p></p><p> One of the various reasons might be things like finding joy in the active world building through a retired PC who might not be directly playing but is still taking world shaping actions in the world that frequently gives active PCs things to do in old editions. While another night be things like the horizontal growth through magic item accumulation needed to reach specific goals or continue overcoming specific foes with needs that make older powerful gear less of an option than new weaker gear that checks the right box (or cold iron or whatever).</p><p></p><p>There are almost certainly many more but for better or worse 5e makes a lot of choices to minimize just about all of the reasons to continue other than finding joy in MOAR POWAH and that particular reason has lots of reasons to quickly say no to as the system starts breaking down. Taken a step further 5e exacerbates that by simplifying away many elements that would have previously sides the GM in keeping the wheels on and spinning even as high level play is causing the system to progressively break down even while attempting to make the few it keeps vestigial elements that can only matter with much gm head butting .</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9595880, member: 93670"] It's a combination of many factors that have somewhat grown in 5e. There are many reasons why a group might choose to continue advancing through or stop before higher levels for a given edition. One of the various reasons might be things like finding joy in the active world building through a retired PC who might not be directly playing but is still taking world shaping actions in the world that frequently gives active PCs things to do in old editions. While another night be things like the horizontal growth through magic item accumulation needed to reach specific goals or continue overcoming specific foes with needs that make older powerful gear less of an option than new weaker gear that checks the right box (or cold iron or whatever). There are almost certainly many more but for better or worse 5e makes a lot of choices to minimize just about all of the reasons to continue other than finding joy in MOAR POWAH and that particular reason has lots of reasons to quickly say no to as the system starts breaking down. Taken a step further 5e exacerbates that by simplifying away many elements that would have previously sides the GM in keeping the wheels on and spinning even as high level play is causing the system to progressively break down even while attempting to make the few it keeps vestigial elements that can only matter with much gm head butting . [/QUOTE]
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