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Switch to Forum Live View Legends and Lore - The Challenge of High Level Play
1 year ago  ::  Feb 19, 2012 - 10:10PM #1
Siberys
Date Joined: Dec 20, 2004
Posts: 726
Legends and Lore
The Challenge of High Level Play
by Monte Cook

You 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
Incenjucar
Date Joined: Jun 17, 2002
Posts: 1,515
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
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095

Feb 19, 2012 -- 10:29PM, Incenjucar wrote:


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.
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1 year ago  ::  Feb 19, 2012 - 10:50PM #4
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,350
I did miss that. Thanks.
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1 year ago  ::  Feb 19, 2012 - 11:08PM #5
kill_the_wiz_first
Date Joined: Jan 16, 2012
Posts: 304
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
Resurrection_Man
Date Joined: Jun 7, 2011
Posts: 9,530
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.
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1 year ago  ::  Feb 19, 2012 - 11:28PM #7
AnthonyJ
Date Joined: Aug 27, 2007
Posts: 1,530
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
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064
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.


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1 year ago  ::  Feb 20, 2012 - 12:34AM #9
Armisael
Date Joined: Sep 17, 2007
Posts: 11,299

Feb 20, 2012 -- 12:24AM, TheMormegil wrote:

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.

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1 year ago  ::  Feb 20, 2012 - 12:40AM #10
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

Feb 20, 2012 -- 12:34AM, Armisael wrote:

Feb 20, 2012 -- 12:24AM, TheMormegil wrote:

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!

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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 5E
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