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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="CrashFiend82" data-source="post: 9596588" data-attributes="member: 6778742"><p>I have run a few high-level campaigns, and first I would not start at level 1. I get the idea behind it but they really feel like to different circles that are "nearly" impossible to square. First a single high-level PC, mainly casters, could destroy entire kingdoms. The threats just feel "off", leading to everything being Saved the World, which gets old quick. I start at 10, mainly because the power jump in 5e from 10 -11 feels similar to 1 - 3. It gives the players a bit more time to find their legs before throwing crazy stuff at them. I also run things on the "Planes" both DnD and MTG. </p><p></p><p>I did rachet up the threats hard. Reskinned dozens of monsters and wrote dozens more. The combats ran long at first but over time got almost as fast as lower levels. Soon it wasn't hard to really challenge the characters, but it got crazy gonzo in all th best ways. Fighting off hordes of vampires, crazed angels, kingdoms of ogres ruled by Oni and Djinn. Fighting through Hell to save friends, jumping to weird layers of the Abyss, fighting forgotten gods with massive armies in Acheron, or t ying to "survive" the madness of Canceri. </p><p></p><p>I love it as a GM mainly because I don't have to worry about balancing encounters at all. I just come up with bat-crazy ideas and see what happens. I went overboard a few times, the Ancient Black Dragon Stone golem made them run and trying to "hold off" a crazed Solar and his "minions", a bunch of 5th level angels had them near death and felt amazingly epic. </p><p></p><p>I am more excited to try again in 2024 with the new encounter rules and monsters. I think dropping the Saves for most conditional attack effects will be great and simply giving B, P, S resistance along with the better Legendary and old Mythic rules should be awesome</p></blockquote><p></p>
[QUOTE="CrashFiend82, post: 9596588, member: 6778742"] I have run a few high-level campaigns, and first I would not start at level 1. I get the idea behind it but they really feel like to different circles that are "nearly" impossible to square. First a single high-level PC, mainly casters, could destroy entire kingdoms. The threats just feel "off", leading to everything being Saved the World, which gets old quick. I start at 10, mainly because the power jump in 5e from 10 -11 feels similar to 1 - 3. It gives the players a bit more time to find their legs before throwing crazy stuff at them. I also run things on the "Planes" both DnD and MTG. I did rachet up the threats hard. Reskinned dozens of monsters and wrote dozens more. The combats ran long at first but over time got almost as fast as lower levels. Soon it wasn't hard to really challenge the characters, but it got crazy gonzo in all th best ways. Fighting off hordes of vampires, crazed angels, kingdoms of ogres ruled by Oni and Djinn. Fighting through Hell to save friends, jumping to weird layers of the Abyss, fighting forgotten gods with massive armies in Acheron, or t ying to "survive" the madness of Canceri. I love it as a GM mainly because I don't have to worry about balancing encounters at all. I just come up with bat-crazy ideas and see what happens. I went overboard a few times, the Ancient Black Dragon Stone golem made them run and trying to "hold off" a crazed Solar and his "minions", a bunch of 5th level angels had them near death and felt amazingly epic. I am more excited to try again in 2024 with the new encounter rules and monsters. I think dropping the Saves for most conditional attack effects will be great and simply giving B, P, S resistance along with the better Legendary and old Mythic rules should be awesome [/QUOTE]
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