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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="Belen" data-source="post: 9604528" data-attributes="member: 1405"><p>Well, if we did not get the folks who complained about detrimental effects of casting high level spells etc, then we'd have seen more balance at high level.</p><p></p><p>Wish or Simulacrum should be difficult to cast with serious consequences to the caster.</p><p></p><p>The main problem, I see, with high level play in modern (3.5 and beyond) D&D is that you need a setting with assumptions that support a high fantasy setting with magical cities etc and with lots of other high level people.</p><p></p><p>If you start at 1st level in a small village with low tech, it is very difficult to see that same world with level 12+ characters. So either the PCs are fantastical abnormalities or there are other high level folks and then how does your setting accommodate what they can do.</p><p></p><p>WOTC and the industry, in general, threw away a lot of the controls and negatives that restricted high level characters. The end result, is that low and mid level play have little in common with high level.</p><p></p><p>For me, the only way to run high level games in the settings I prefer is to take the players to the planes or other zones that allow for high level play that does not break the world or setting or throw threats from outside the world or gods to challenge them that may make sense.</p><p></p><p>The whole no restrictions crowd because "it's not fun to require that someone may age 10 years or I cannot afford to resurrect someone and be incapacitated for 7 days" have killed high level play because they changed the core restrictions that allowed your setting to still make sense.</p></blockquote><p></p>
[QUOTE="Belen, post: 9604528, member: 1405"] Well, if we did not get the folks who complained about detrimental effects of casting high level spells etc, then we'd have seen more balance at high level. Wish or Simulacrum should be difficult to cast with serious consequences to the caster. The main problem, I see, with high level play in modern (3.5 and beyond) D&D is that you need a setting with assumptions that support a high fantasy setting with magical cities etc and with lots of other high level people. If you start at 1st level in a small village with low tech, it is very difficult to see that same world with level 12+ characters. So either the PCs are fantastical abnormalities or there are other high level folks and then how does your setting accommodate what they can do. WOTC and the industry, in general, threw away a lot of the controls and negatives that restricted high level characters. The end result, is that low and mid level play have little in common with high level. For me, the only way to run high level games in the settings I prefer is to take the players to the planes or other zones that allow for high level play that does not break the world or setting or throw threats from outside the world or gods to challenge them that may make sense. The whole no restrictions crowd because "it's not fun to require that someone may age 10 years or I cannot afford to resurrect someone and be incapacitated for 7 days" have killed high level play because they changed the core restrictions that allowed your setting to still make sense. [/QUOTE]
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