Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Wishing Away The Adventure
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pedantic" data-source="post: 9194685" data-attributes="member: 6690965"><p>That's basically just the definition of "high level." I think there's a routine mistake made that casts high level as an aesthetic, like your point earlier about "navigating your flying ship through the Nine Hells." That isn't a high level adventure, and the game should make it clear that's the case. Asking for that to be a high level thing, is asking for the extension of the so-called "sweet spot" to a larger progression range, which arguably has been a goal to varying degrees in 4e and 5e for a while now.</p><p></p><p>High levels are defined by the limited obstacles that are still available, and the proactivity of everyone involved, trading appropriate countermeasures and prodding for weaknesses in the opponent's planning. Characters don't get into fights unless they've been outmaneuvered, or they've instigated them. The available problems that can challenge them are so thin on the ground they tend to need a reason to go seek them out, instead of encountering them in the world at large.</p><p></p><p>I keep arguing the game needs to be very clear about where specific narratives/challenges fit into the level progression, how the gameplay loop will change, and very specifically to offer space for the game to keep being played at the desired range if the group wants to do things that fit there. E6esque progression systems should be official, and we should have rules and subsystems that are designed for use in specific ranges.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9194685, member: 6690965"] That's basically just the definition of "high level." I think there's a routine mistake made that casts high level as an aesthetic, like your point earlier about "navigating your flying ship through the Nine Hells." That isn't a high level adventure, and the game should make it clear that's the case. Asking for that to be a high level thing, is asking for the extension of the so-called "sweet spot" to a larger progression range, which arguably has been a goal to varying degrees in 4e and 5e for a while now. High levels are defined by the limited obstacles that are still available, and the proactivity of everyone involved, trading appropriate countermeasures and prodding for weaknesses in the opponent's planning. Characters don't get into fights unless they've been outmaneuvered, or they've instigated them. The available problems that can challenge them are so thin on the ground they tend to need a reason to go seek them out, instead of encountering them in the world at large. I keep arguing the game needs to be very clear about where specific narratives/challenges fit into the level progression, how the gameplay loop will change, and very specifically to offer space for the game to keep being played at the desired range if the group wants to do things that fit there. E6esque progression systems should be official, and we should have rules and subsystems that are designed for use in specific ranges. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wishing Away The Adventure
Top