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General Tabletop Discussion
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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<blockquote data-quote="Tony Vargas" data-source="post: 6847723" data-attributes="member: 996"><p>That certainly seems like a big one. I've been in groups that have just disintegrated as people left the area (due to cost of living), for instance. Then again, if the game is friendly enough to starting at higher level, you can replace lost players. The campaign I'm currently running started as a continuation of an Encounters season (1-4th level), and now it's 18th, but I only have two players out of seven who have been with it the whole time, and it's fluctuated from 5-12 players over the years. It's easy enough to just build a character at X level, so bringing new players in is fairly straightforward. Also a big factor. </p><p></p><p>Like I said, when looked at from a certain angle, they could appear that way. If you had the world, in essence, leveling up around the PCs, so that when the 1st level part journeyed from Winterhaven to Hammerfast, they randomly encountered kobold bandits on the road, when they'd reached 11th and went from Hammerfast to Winterhaven, they randomly encounter Githyanki on the road, and at 21th level, Titans, for instance - or worse, if they kept encountering Kobolds, just 'higher level' kobolds, (as you could do in 3e by giving them class levels), or when every door turned from wood to iron-bound to adamantine as you leveled. </p><p></p><p>Well, that's a definite position in the chicken/egg debate: that high levels worked poorly because no one played them, or was ever meant to have done so. I don't find it terribly persuasive, it still seems like an attempt to put forth playable high-level rules that just failed, so didn't get used much, and led to the cycle of not really trying with higher level rules, either, that lasted until 4e, and is presumably back with 5e (since it's returned to advancement structures comparable to those of past editions that had the problem).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6847723, member: 996"] That certainly seems like a big one. I've been in groups that have just disintegrated as people left the area (due to cost of living), for instance. Then again, if the game is friendly enough to starting at higher level, you can replace lost players. The campaign I'm currently running started as a continuation of an Encounters season (1-4th level), and now it's 18th, but I only have two players out of seven who have been with it the whole time, and it's fluctuated from 5-12 players over the years. It's easy enough to just build a character at X level, so bringing new players in is fairly straightforward. Also a big factor. Like I said, when looked at from a certain angle, they could appear that way. If you had the world, in essence, leveling up around the PCs, so that when the 1st level part journeyed from Winterhaven to Hammerfast, they randomly encountered kobold bandits on the road, when they'd reached 11th and went from Hammerfast to Winterhaven, they randomly encounter Githyanki on the road, and at 21th level, Titans, for instance - or worse, if they kept encountering Kobolds, just 'higher level' kobolds, (as you could do in 3e by giving them class levels), or when every door turned from wood to iron-bound to adamantine as you leveled. Well, that's a definite position in the chicken/egg debate: that high levels worked poorly because no one played them, or was ever meant to have done so. I don't find it terribly persuasive, it still seems like an attempt to put forth playable high-level rules that just failed, so didn't get used much, and led to the cycle of not really trying with higher level rules, either, that lasted until 4e, and is presumably back with 5e (since it's returned to advancement structures comparable to those of past editions that had the problem). [/QUOTE]
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Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
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