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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="tetrasodium" data-source="post: 9596418" data-attributes="member: 93670"><p>Running high let gameplay without just treating it like a high level one shotis a totally different skill set that needs a lot of mechanical support that usually only starts becoming somewhere in tier2 of play andsn't really have it's value start to bloom until the solar death ray of tier3 starts charging up. Having a book to provide those mechanics targeted at gameplay earlier than the ELH did would be a reasonable thing.</p><p></p><p>Here are some very low hanging examples that probably don't need much context </p><ul> <li data-xf-list-type="ul">Take the old bonus type and slot conflicts. Prior to that level range above players just don't have enough magic items for those things to provide much in the way of functional value. For a game that is going to continue but longer than seven to ten though it becomes super valuable but needs to start being in place long before it's needed on order for players to work and plan around limitations in ways that allow for meaningful horizontal growth before the wheels start coming off the system. Without that shift from vertical to horizontal growth∆ I'm tier2 you wind up with PCs blasting past the system's capabilities by the time they get to high levels & the game turns into one of holding the system together rather than weaving s story together.</li> <li data-xf-list-type="ul">Old style per attack flat DR/$thing where it can take something about the PCs (ie alignment/race/etc) or what the weapon itself is made from. At low levels it's ok to just add more hp bump the ac or whatever... As levels progress though it adds room for horizontal advancement and foes that can laugh at someone's metaphorical plus five holy avenger§ analog without completely shutting down everyone else who might have a +0 or masterwork weapon made from a special material. Bob can still use Link's masterwork, it's just not capable of trivializing foes the other perty members can contribute to</li> <li data-xf-list-type="ul">Old style per attack flat resist/element(s). Similar to DR with spells but adds a category of horizontal growth. A +0 or +1 weapon that includes a d6 of a given element might not be as good as s +2 +3 or whatever, but it's going to be reliable in the vast majority of situations till you start reaching edge cases.</li> <li data-xf-list-type="ul">Those last two need to start before they are needed to allow prep that feels more organic than a sudden shift to some kinds of <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/NewGamePlus" target="_blank">New game plus</a>.</li> <li data-xf-list-type="ul">The vancian prep and more time consuming hurdles on prepped lists discussed a few postd back </li> </ul><p></p><p>∆likely a mix of both</p><p>§ that was a real thing at one point and not just a meme.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9596418, member: 93670"] Running high let gameplay without just treating it like a high level one shotis a totally different skill set that needs a lot of mechanical support that usually only starts becoming somewhere in tier2 of play andsn't really have it's value start to bloom until the solar death ray of tier3 starts charging up. Having a book to provide those mechanics targeted at gameplay earlier than the ELH did would be a reasonable thing. Here are some very low hanging examples that probably don't need much context [LIST] [*]Take the old bonus type and slot conflicts. Prior to that level range above players just don't have enough magic items for those things to provide much in the way of functional value. For a game that is going to continue but longer than seven to ten though it becomes super valuable but needs to start being in place long before it's needed on order for players to work and plan around limitations in ways that allow for meaningful horizontal growth before the wheels start coming off the system. Without that shift from vertical to horizontal growth∆ I'm tier2 you wind up with PCs blasting past the system's capabilities by the time they get to high levels & the game turns into one of holding the system together rather than weaving s story together. [*]Old style per attack flat DR/$thing where it can take something about the PCs (ie alignment/race/etc) or what the weapon itself is made from. At low levels it's ok to just add more hp bump the ac or whatever... As levels progress though it adds room for horizontal advancement and foes that can laugh at someone's metaphorical plus five holy avenger§ analog without completely shutting down everyone else who might have a +0 or masterwork weapon made from a special material. Bob can still use Link's masterwork, it's just not capable of trivializing foes the other perty members can contribute to [*]Old style per attack flat resist/element(s). Similar to DR with spells but adds a category of horizontal growth. A +0 or +1 weapon that includes a d6 of a given element might not be as good as s +2 +3 or whatever, but it's going to be reliable in the vast majority of situations till you start reaching edge cases. [*]Those last two need to start before they are needed to allow prep that feels more organic than a sudden shift to some kinds of [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/NewGamePlus']New game plus[/URL]. [*]The vancian prep and more time consuming hurdles on prepped lists discussed a few postd back [/LIST] ∆likely a mix of both § that was a real thing at one point and not just a meme. [/QUOTE]
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