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Why don't more people play high level campaigns? 13th+
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<blockquote data-quote="barghus" data-source="post: 3406601" data-attributes="member: 5453"><p><strong>High Level Campaigns</strong></p><p></p><p>I've heard folks complain about statting out NPCs in a high level game. That sure is a pain when done via paper and pencil. </p><p></p><p>When I ran a high level game (7 players, 16th-19th level), I created several template NPCs and different classes and levels and a few iconic high level monsters in PCGen and just edited them to individualize them when needed.</p><p></p><p>The problems in my game were:</p><p></p><p>1) The power level reached insane heights. (flying everywhere, teleport, plane shift, instakill spells, insane magic items)</p><p>2) It no longer resembled any of the sword and sorcery and fantasy fiction that I was brought up on even remotely. It was like medieval Super Heroes. </p><p>3) Class power imbalance: The spellcasters and their ilk took over the game, leaving other PCs feeling frustrated.</p><p>4)Designing Encounters: As every encounter had to be scaled to fit the most powerful characters, others less powerful characters were killed routinely. If it was scaled to fit the less powerful classes, it was over in 2 rounds</p><p>5)3x combat is slower than hell anyway. At high levels, the entire session would be spent on a 10 round combat.</p></blockquote><p></p>
[QUOTE="barghus, post: 3406601, member: 5453"] [b]High Level Campaigns[/b] I've heard folks complain about statting out NPCs in a high level game. That sure is a pain when done via paper and pencil. When I ran a high level game (7 players, 16th-19th level), I created several template NPCs and different classes and levels and a few iconic high level monsters in PCGen and just edited them to individualize them when needed. The problems in my game were: 1) The power level reached insane heights. (flying everywhere, teleport, plane shift, instakill spells, insane magic items) 2) It no longer resembled any of the sword and sorcery and fantasy fiction that I was brought up on even remotely. It was like medieval Super Heroes. 3) Class power imbalance: The spellcasters and their ilk took over the game, leaving other PCs feeling frustrated. 4)Designing Encounters: As every encounter had to be scaled to fit the most powerful characters, others less powerful characters were killed routinely. If it was scaled to fit the less powerful classes, it was over in 2 rounds 5)3x combat is slower than hell anyway. At high levels, the entire session would be spent on a 10 round combat. [/QUOTE]
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