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General Tabletop Discussion
*Dungeons & Dragons
Why is level 5-10 the "sweet spot" in D&D
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<blockquote data-quote="discosoc" data-source="post: 6867626" data-attributes="member: 6801554"><p>First, Wheel of Time is a very low-magic setting, when you think about it. Magic exists, but it's severely limited with a highly centralized power that's also sort of tied up with religion. Second, the crazy magic like teleportation is basically unique to a very few people in the world. You're basically looking at a setting where women are pretty much clerics and men were the mages that broke the world. It's not a perfect comparison, but the point remains that the setting uses magic in a way that's incredibly controlled. You wouldn't have some wizard running around gaining lightning bolt and teleport spells during the course of an "adventure" without it being a very major focus for the adventuring group.</p><p></p><p>And even then, you'll notice that the more powerful the "mage" character of the group gets, the more isolated his story becomes. It starts with a seasoned fighter, a cleric, a bard, and some farm kids, but as soon as magic starts really picking up, the group no longer functions like a D&D group.</p><p></p><p></p><p></p><p>Not familiar with that, but it sounds like a setting designed specifically with high-magic usage in mind. Or possibly magic as an analogue for a modern military. Regardless, I'm going to guess the "adventure" of that story wasn't one that's structured in a way that a D&D group could reproduce (probably has several "main" characters?).</p></blockquote><p></p>
[QUOTE="discosoc, post: 6867626, member: 6801554"] First, Wheel of Time is a very low-magic setting, when you think about it. Magic exists, but it's severely limited with a highly centralized power that's also sort of tied up with religion. Second, the crazy magic like teleportation is basically unique to a very few people in the world. You're basically looking at a setting where women are pretty much clerics and men were the mages that broke the world. It's not a perfect comparison, but the point remains that the setting uses magic in a way that's incredibly controlled. You wouldn't have some wizard running around gaining lightning bolt and teleport spells during the course of an "adventure" without it being a very major focus for the adventuring group. And even then, you'll notice that the more powerful the "mage" character of the group gets, the more isolated his story becomes. It starts with a seasoned fighter, a cleric, a bard, and some farm kids, but as soon as magic starts really picking up, the group no longer functions like a D&D group. Not familiar with that, but it sounds like a setting designed specifically with high-magic usage in mind. Or possibly magic as an analogue for a modern military. Regardless, I'm going to guess the "adventure" of that story wasn't one that's structured in a way that a D&D group could reproduce (probably has several "main" characters?). [/QUOTE]
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Why is level 5-10 the "sweet spot" in D&D
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