Reaching level 20


Pathfinder First Edition General Discussion

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vonklinen wrote:
What if they had to fight NPCs who were kind of their mirror images, that could be cool.

Any GM worth his salt has done this at some point, and any player with a modicum of experience has fallen prey to it once - AND THEN NEVER AGAIN.

They can smell the mirror trope coming a mile away, and frankly it's so played out it could never be a challenge except for the most noobish noob.

Owner - House of Books and Games LLC

The big problem with this trope (and one I've run into myself) is that few GMs can run a PC as well as the player.


It all depends on the group in my opinion. I am running City of the Spider Queen now with Pathfinder rules with a plan to "stop the spell plague" after it.

One of the keys to managing my group is to make sure they have a lot of other stuff to consider. For instance they founded a town on the major trade route that runs from the Sword Coast to somewhere around the Zehntil Keep.

Cohorts stay back and look after player assets, and not every resource the character gets goes back to personal power.....it heads into building their influence in the Realms.

This works, when the dungeon crawl seems to be slowing....a problem brews around their home base and now they have to juggle time and resources to accomplish everything.


vonklinen wrote:
In reading posts and guides I have noticed that many pcs do not reach level 20. I was wondering what might be the greatest cause of this?

The genre is the greatest cause. The excitement of Pathfinder comes from something like exploring an ancient ruin and casting fiery spells that sizzle all your enemies. Superhero RPGs focus on things like saving the world from an out-of-control robot with a laser built into the center of the moon.

When Pathfinder characters start skipping between planes and slaughtering devil lords in hell, it can still be fun, but the stress on the GM and players is enormous. With the right group of people, it can work. But most people probably like the more realistic-plus-fantasy (sword-and-sorcery) feel you get up until about 15th level.

The GM of a story-based campaign that goes from 1st to 20th level also needs to foresee the endgame complications from the beginning. That can be tough for inexperienced GMs, and even veterans tend to have limited experience running games for 15th-level+ parties.

For these and many reasons listed by others, there's a dearth of super-high-level adventures. If you're interested in experimenting and need some adventures, check out Bastion of Broken Souls (3rd Edition) and Tomb of Horrors (I only know the 1st Edition version) to get an idea of how the masters handled high-level parties.


It's really a shame, I love high level play more than anything, but people seem to avoid it like the plague. Yeah, it takes prep, but it has great returns for fun factor.

Shadow Lodge

vonklinen wrote:
In reading posts and guides I have noticed that many pcs do not reach level 20. I was wondering what might be the greatest cause of this?

Death

Shadow Lodge

We started playing a campaign at level 15 once, and we all felt that was great fun for us to build characters and play through; I don't think we ever got bored of the power level. It was great.

The campaign was fun too, but did get a bit stale after a certain point. I imagine that's the real reason most of these "gaming group breakups" happen.

There's a problem with tabletop gaming in that there's a bit of an expectation that the group keeps coming back, and inevitably at least 1 person in the group will have just had enough. It's like anything.


For me it has been gaming group breaking up mostly due to life changes. Player A moves to Singapore, Player B gets married has kids etc., Player C experiences a job change and now can't make the regular playtime ...

That and speaking as a GM, as others have said, especially combined with changes in the amount of time to devout to gaming, it gets increasingly difficult to create and run the whole experience combined with decreasing amounts of support material of any kind to help you along.

Shadow Lodge

Kthulhu wrote:
vonklinen wrote:
In reading posts and guides I have noticed that many pcs do not reach level 20. I was wondering what might be the greatest cause of this?
Death

...of the player, cause holy crap getting there takes forever.


Glutton wrote:


I am lucky to be in a group that has played roughly 40 times a year for the last 10 years, that said we started kingmaker Oct 2010 and have not started book 4 yet, level 10 behold the RP.

Same here.. Been playing for 4 years now, and right now they are at level 10.. It's nice, and there are sooo many options to go, that people actually stop caring about "leveling", and just focus on the problems in their Kingdom. I haven't received a "Can we level?" in quite a while :D


I played once a char from level 1 to 40 with 3.5 XD

The important is you have fun.


I agree with all the naysayers here--I tried epic and didn't like it--it all seemed to be about ridiculous mathematical combats. But, is there a thread praising high-level or epic play? Let's say we have a stable group and a tireless GM. What, then, is the attraction of high-level play? What are the possibilities offered that low-level play does not (other than bigger, badder monsters)?


At high-level you aren´t a adventurer anymore. You become a powerful entity in the world. You can raise empires, create cities, start wars...you will solve deep problems of the world, will travel through other planes e etc.


I've yet to play High-Level in a PnP, but it's very attractive to me.

As a comparison, I played through all the Baldur's gate games to get beyond level 20 (they were based on d&d 2e). You basically started of façing ridiculously powerful entities, you can become as gods, etc. Fun, but not necessarily a sustained fun.

On the other hand, as leonardo (and others) have indicated, you can start doing non adventuring stuff: Build a kingdom, a comercial empire, travel to other planes, etc. To me, the high-level NON combat stuff is what's entertaining. If I ever manage to run a high level campaign, I'm pretty sure that I wont be encouraging combat. Just as lower level players shenanigan higher level ones, now everyone will try to do that to them!

Then again, you can only do this with a group that already enjoys RP heavy games. In my case, that's the primary reason I play (because frankly, if I want combat, I'll go play a videogame).


As excited as I was when the old Epic Level Handbook came out in 3rd Edition, the reality was it just wasn't a tenable playstyle. It really amounted to "Follow the math progression on the existing tables, and here are some loosely playtested ideas to play around with to make the PCs feel more like gods."

4th Edition had one great idea: the "epic destiny". It reasoned (quite logically) that PCs who are approaching 20th level are practically demigods at that point. They move across friggin' realities at will, they have a reasonable chance of taking down the avatar of a deity (I refuse to actually stat out gods; they're divine, the PCs aren't, at least not yet, end of story; the party will not ever be destroying Asmodeus), and the authorities of other realities stand up and take notice when the PCs come into their plane, and they listen and give an audience when those PCs want to talk. They carefully watch Wizards, they send their valuables to other planes when a Rogue comes along, and they actively forbid the entrance of a Priest of a competing deity, much like Microsoft would likely have heavily restricted Steve Jobs' access to their campus when he was alive (not that they had anything he wanted, but you get the idea...).

In theory, by the time a party reaches 20th level, they've reached the point where not only can anything on the Material Plane challenge them, but nothing short of armies of angels, demons or devils could challenge them on the Upper or Lower Planes. They walk the Elemental Planes with impunity, as comfortable there as the natives.

Around 17th to 18th level, it's time to start setting up for the end of the campaign. The PCs are likely to face a threat to all of existence, and if they fail existence ceases to be, if they win existence is forever saved until some far-off new cycle of time, ala the Wheel of Time from Robert Jordan.

The actions of the PCs, in short, affect the entire world (if not reality) when they're around 17th or 18th level. Wizards make their desires manifest by merely speaking them, martial type are whirlwinds of destruction and strategy on the battlefield, and Priests are no longer so much accepting beneficence from their deities as acting as direct agents of them, sometimes in direct opposition to other deities.

Some GMs aren't particularly skilled at handling such arrangements; it requires a lot more storytelling skill at higher levels, though by that point the GM should be familiar enough with the hard rules/systems to handle it.

Some players just don't enjoy feeling that powerful.

Go with what your players want. If they like being powerful, take them to 20th level, and ascend them to divinity (or infernal regency) after a few sessions at 20th level (to let them really enjoy all the power they worked hard to earn). Then have someone else GM, and start all over again at 1st level (or go play a different RPG, etc.).

If they don't like being that powerful, then end the campaign when you've reached the point where the players are no longer having fun.

Sczarni

vonklinen wrote:
In reading posts and guides I have noticed that many pcs do not reach level 20. I was wondering what might be the greatest cause of this?

Group schedule changes or breakups and most campaigns only get you to level 15ish at the end of it. I think that's about it!

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
vonklinen wrote:

What if they had to fight NPCs who were kind of their mirror images, that could be cool

.

from your questions I'm going to guess that you have little to no experience at the uber level play.

If a DM knows his party well, then the mirror image encounter tends to become even more rocket tag.

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