Why is the mid-level sweet spot sweet?

Doug McCrae said:
For me the main issue is the power balance between casters and non-casters. Once they hit 10th level or so wizards, clerics and druids take over the game. Which is fine so long as everyone is one of those classes or something equally as good such as an artificer or psion. Also around this level killer combos, such as wraithstrike, power attack and arcane strike, get out of hand. The other problem is too many buffs.

Very low levels (1-4) suck because the melee classes, barbarian and fighter, are a lot better than everyone else. Wizards still have some encounter winning spells though like color spray and web.

I agree with this.

The other big thing is the mindset that naturally comes with having access to serious divination, movement (ie, teleport) and other powerful spells, like permanency. My favorite part of the game is in the doing - exploring, fighting, interacting, etc. At lower levels there is a lot more winging it (as a player).

At higher levels, cecause the challenges and the stakes are so much greater, there is less winging it and just adventuring. It becomes far more about scrying, divining, planning, research and item creation, interspersed with a few moments of actually doing.


(I recognize others like the planning and plotting. I just get plenty enough of that in RL.)
 

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It's a sweet spot for me as a DM because I can keep it all in my head and provide a challenge for the PCs without spending a lot of extra skull sweat. Above L12, my prep and thought time goes up exponentially, along with time to resolve everything in a combat that needs lookup.
 

For me level 5-6 is where the fun starts. Casters get flashy AoE spells, warrior-types get their second attack.

At level 13 the fun definitely ends. Level 7 spells are too powerful for my taste and the monsters get extremely nasty. Save or die effects take over, insane amounts of damage, etc.
 

Interestingly, James Wyatt discusses the sweet spot in a recent post:

http://forums.gleemax.com/showpost.php?p=13496433&postcount=7

The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often. It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.

In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range. When PCs fight monsters of their level, they'll find that the math of the system is more or less the same at level 30 as it is at level 1. There will always be variation with different PCs and different monsters, but that variation won't be so great that monsters are either too deadly or too weak.

Of course, there's more to the sweet spot problem than just the math. The proliferation of save-or-die effects and adventure-breaking effects like etherealness and scrying also makes high-level adventuring more difficult to pull off, and we've addressed those issues as well.

Fundamentally, this has meant we've had to abandon some things that might have seemed like sacred cows—fireball spells don't do 1d6/level any more, for example—but it's all in the interest of a far superior play experience.
 


In my game, it seems the book keeping starts to get tedious around level 16 or so.

IMHO, the "sweet spot" is a balance between options (more = good) and bookkeeping (more = bad).

Cheers, -- N
 

Av3rnus said:
Interestingly, James Wyatt discusses the sweet spot in a recent post

One of my biggest hopes for 4e is that they really will fix the sweet spot issue. However, I do think that it's a big task for a single edition. Realistically, I'm hoping that 4e will be where they start to seriously address the issue, so that when 5e rolls around in 2015, there will be one long sweet spot.
 

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