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1 year ago ::
Feb 19, 2012 - 10:10PM
#1
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Date Joined:
Dec 20, 2004
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Legends and LoreThe Challenge of High Level Playby Monte CookYou might have heard people talking about how game play breaks down in the higher levels. You might even have been one of people talking about this. Come see what Monte has to say about this topic, then vote in a poll.Talk about this column here.
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1 year ago ::
Feb 19, 2012 - 10:29PM
#2
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Date Joined:
Jun 17, 2002
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They only listed the "What should be optional?" poll answers, so don't be surprised that the poll answers make no sense whatsoever.
Also, there is a short "Do the L&L articles represent you?" survey linked at the very very very bottom of the article. Everyone should fill it out.
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1 year ago ::
Feb 19, 2012 - 10:42PM
#3
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Date Joined:
May 17, 2009
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Also, there is a short "Do the L&L articles represent you?" survey linked at the very very very bottom of the article. Everyone should fill it out.
Thanks, I almost missed that.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago ::
Feb 19, 2012 - 10:50PM
#4
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I did miss that. Thanks.
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1 year ago ::
Feb 19, 2012 - 11:08PM
#5
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Date Joined:
Jan 16, 2012
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I believe what it comes down to is that some players and their DM play the same low level game play at higher levels and the feeling of "this class", or "that spell" is too powerful (or weak) becomes subject of game balance. Unfortunately it comes down to the DM (or group participation) to ramp up adventures and styles of play as the players, not only advance in level, but become heroic icons within the game world.
A good start would to be putting some of the more commonly conceived powerful elements of game play (or concept) at higher levels.
"...spells were not created to serve the mechanics of the combat system. Many of them were sources of inspiration, cues for role playing, and served to make the game naturally unpredictable, which I think served the 'product of your imagination' concept alot better than any mechanic ever could. In fact I'd rather not have D&D next be a 'product of the mechanics' type of game ever again." ~dmgorgon
There are solutions in this world other than "Smack things around with your standard array of combat abilities" ~Tevish_Szat
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1 year ago ::
Feb 19, 2012 - 11:19PM
#6
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This is one of the columns where I agree with Monte 100%.
High level play is another game. You teleport around, clash with gods, destroy artifacts, you are not going in the sewer to face the wererat thief who has been stealing sausages from the butcher anymore.
Resident Socialist and Undying Troublemaker Martyr of Section 1, 2 and 4 Original Troll of the House of Trolls
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1 year ago ::
Feb 19, 2012 - 11:28PM
#7
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Date Joined:
Aug 27, 2007
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High level play is weird; it's potentially an interesting game, but it's nearly unrunnable.
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1 year ago ::
Feb 20, 2012 - 12:24AM
#8
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Date Joined:
Aug 19, 2007
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Ugh... -.- This has got to be the worst L&L article I've ever read. As a fan of high-level play across the editions, I've never agreed fully with the idea that the game breaks down. I think, however, there's some validity to it, but only if you look at it a certain way. What people are recognizing is that, at a certain level, play changes.
I do not agree in the least. The fact that the game changes when you reach a certain level is a given. You are not fighting the same monster, your relationship with the world is different, you have a whole lot of new tricks up your sleeve... That's true. But when people talk about the game breaking they don't mean this. At least, I don't.
High level play breaks in earlier editions because some character classes - the magic users - become pretty much strictly superior to non-caster classes, because power creep allows characters to become significantly stronger than the kind of threats that the game supposes appropriate, because the math of the system is not geared towards higher levels and breaks down, as in, it doesn't work as intended. I won't talk about OD&D and AD&D as I have no experience with them, but this is the problem with 3e and 4e higher levels - well, 3e mainly, 4e has somewhat of a problem but it is manageable.
Acknowledge the fact that higher levels in 3e are screwed up because the game balance goes straight out of the window. A high level melee character can reach peaks of thousands of damages with a full attack, while appropriate challenges normally have at best 200 hps. And that same high level melee character is still terribly useless compared to a full caster, because there are spells and abilities that make those thousands of damages irrelevant. I've seen it happen, a lot, and I refuse to think that's how it was supposed to be. In 4e some of the stinky cheesy striker builds can kill level-appropriate encounters in a couple turns. Last I checked the high-level striker benchmark was 300 DPR. A 30th level average monster has 8*30+Con =~ 260 hps. That's screwed up.
The high level games breaks apart not because of the options that are available to characters, but because the inherent math and balancing of the system is completely disregarded in favor of "cool" abilities.
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Feb 20, 2012 - 12:34AM
#9
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Date Joined:
Sep 17, 2007
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Last I checked the high-level striker benchmark was 300 DPR. A 30th level average monster has 8*30+Con =~ 260 hps. That's screwed up.
The high level games breaks apart not because of the options that are available to characters, but because the inherent math and balancing of the system is completely disregarded in favor of "cool" abilities.
You checked the wrong forum, because the benchmark is 65 damage a round. 130 for ultra optimal build.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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1 year ago ::
Feb 20, 2012 - 12:40AM
#10
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Date Joined:
Aug 19, 2007
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Last I checked the high-level striker benchmark was 300 DPR. A 30th level average monster has 8*30+Con =~ 260 hps. That's screwed up.
The high level games breaks apart not because of the options that are available to characters, but because the inherent math and balancing of the system is completely disregarded in favor of "cool" abilities.
You checked the wrong forum, because the benchmark is 65 damage a round. 130 for ultra optimal build.
Thanks, but that doesn't change the main point (which is, when we talk about the game breaking down we talk about the game breaking down. Not merely changing. Breking down.).
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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