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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="Maxperson" data-source="post: 9596648" data-attributes="member: 23751"><p>I agree that the ability to improvise is important. That's one of the things I enjoy about playing and running high level games. I view this as a plus, not a minus.</p><p></p><p>Consequences, sure. But you get consequences at all levels. If your 1st level fighter punches a guard, there will be consequences. It's really unlikely that gods will get upset at wishes, though, unless your wish is hostilely aimed at their church or something.</p><p></p><p>First, niche is overrated. I've played in and DM'd for several campaigns where everyone was the same class. Who your character is as a person and what personal goals you set are more important than being the only one who can pick a lock or whatever. </p><p></p><p>Second, if you have someone who is really good at picking locks and the wizard or whoever decides to take that ability, that player is quite frankly a jerk who doesn't need to be at the table. And he's incompetent to boot. A competent player doesn't pick an ability someone else at the table is good at. He picks an ability that shores up a party weakness.</p><p></p><p>Third, because of 1 and 2, it doesn't take much effort at all to make sure the players are happy. Just don't play with incompetent jerks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This I have no experience with. The several DMs I've played to high levels with never did this. I'm not saying it doesn't happen, but I have no idea how common it is or not, only that I've never seen it happen.</p><p></p><p>I couldn't make out what you were trying to say here. Would you repeat it with a bit more clarity please? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This is another people problem that I haven't encountered yet. For some reason all the players that I've played high level with understand that high level enemies have resources, too. </p><p></p><p>Now THIS I have encountered. Maybe 20% of the players I've played with avoid(ed) wizards and other complex classes. Some of them I got to try those classes at low level and they discovered that it wasn't as bad as they feared. Those players went on to love all of the classes at all levels, but a lot of those 20% never would and I didn't push them. </p><p></p><p>110% agree. It's much better to play up to high level than to start there. At least until you are very familiar as both DM and player(s) with high level play.</p><p></p><p>I wouldn't hesitate to do a high level one shot with my group, but I wouldn't dream of doing the same with new/beginner players, or with players that I don't know.</p><p></p><p>The epic level handbook was great in theory, but really poorly executed. High level play should be a decent number of pages in the DMG to teach DMs how to go about it and what the pitfalls are. Epic play can and should be in a separate book that they actually take the time to do right.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9596648, member: 23751"] I agree that the ability to improvise is important. That's one of the things I enjoy about playing and running high level games. I view this as a plus, not a minus. Consequences, sure. But you get consequences at all levels. If your 1st level fighter punches a guard, there will be consequences. It's really unlikely that gods will get upset at wishes, though, unless your wish is hostilely aimed at their church or something. First, niche is overrated. I've played in and DM'd for several campaigns where everyone was the same class. Who your character is as a person and what personal goals you set are more important than being the only one who can pick a lock or whatever. Second, if you have someone who is really good at picking locks and the wizard or whoever decides to take that ability, that player is quite frankly a jerk who doesn't need to be at the table. And he's incompetent to boot. A competent player doesn't pick an ability someone else at the table is good at. He picks an ability that shores up a party weakness. Third, because of 1 and 2, it doesn't take much effort at all to make sure the players are happy. Just don't play with incompetent jerks. :) This I have no experience with. The several DMs I've played to high levels with never did this. I'm not saying it doesn't happen, but I have no idea how common it is or not, only that I've never seen it happen. I couldn't make out what you were trying to say here. Would you repeat it with a bit more clarity please? :) This is another people problem that I haven't encountered yet. For some reason all the players that I've played high level with understand that high level enemies have resources, too. Now THIS I have encountered. Maybe 20% of the players I've played with avoid(ed) wizards and other complex classes. Some of them I got to try those classes at low level and they discovered that it wasn't as bad as they feared. Those players went on to love all of the classes at all levels, but a lot of those 20% never would and I didn't push them. 110% agree. It's much better to play up to high level than to start there. At least until you are very familiar as both DM and player(s) with high level play. I wouldn't hesitate to do a high level one shot with my group, but I wouldn't dream of doing the same with new/beginner players, or with players that I don't know. The epic level handbook was great in theory, but really poorly executed. High level play should be a decent number of pages in the DMG to teach DMs how to go about it and what the pitfalls are. Epic play can and should be in a separate book that they actually take the time to do right. [/QUOTE]
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