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Just to illustrate the issue with higher level play - here is a breakdown by tier about my GM activity:
45 different scenarios / modules GMed for a total of 78 points for my star rating
Tier 1-5 36 different scenarios / 61 total GMed
Tier 5-9 5 different scenarios / 7 total GMed
Tier 7-11 1 scenario / 2 total GMed
Modules
Tier 1/1-2 3 Modules / 3 GMed (star rating is double this)
Tier 7-9 Module 1 Module / 1 GMed (star rating is double this)
My issue:
I have 2 core players who are with me from the very start. They would love more higher tier play (for me higher is already level 5+)
Two of my early players dropped out in summer just when I got them to level 5. They are likely back at some stage but I can't count on them
I just groomed 2 more players to level 5 and 6 and have resumed GMing on tier 5-9
I did introduce at least 15 local players. But they are either not regular enough to be counted on week by week - or many moved away due to the main company working here closing down.
The latest if a group of 3 school kids from my sons class. One of these will reach level 3 next week, the other 2 will reach level 2.
Eventually there will be higher level play here as well. Occasionally I invite players from further away to stay for a weekend for high level play. But for me the low level scenarios are key to mix my core players with new ones. And yes - this way I (or other groups like mine who are not just core players meeting every week or other week) do cause numbers to be skewed to low level play.
But apart of a fixed group - there will always be a pyramidal distribution of play. Some pyramids are more flat than others - but Organized Play means you can't jump in high level - unless you play modules.
| hogarth |
The problem is that writing higher level scenarios is more difficult and there are fewer and fewer players at those levels to spread the costs over.
Not to mention that trying to fit a high level scenario in a 4 hour con slot might be tricky. In my experience, combats start to take a long, long time...
Samuel Grundy
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@Dennis, well as I am new I don't know what the demand is so I can understand that if there is no call for games above 12 because there are not enough people demanding it. Then that is one thing I can totally agree on. The question is that by setting the cap the sky which was once the limit gets drastically smaller and the powers and builds may not meet some people expectations. What barbarian doesn't want to eventually get Might Rage and open up on some orc skulls.
@Thod, I can totally understand that. Forming up has always been an ongoing problem with reliable high level games.
@Hogarth, What is it about high level games that slows it down so drastically from the lower levels. In my experience it has just been that, higher CR creatures in combat translates to more HP and AC less damage taken. But I am curious is there any other reason as to why? One thing I have always found to help my games plod along at this high level is the minutes timer, giving people 2 minutes to declare their move (not necessarily resolve execution)means the table is move in combat pretty swiftly.
At present I am winding up a 3 1/2 year long campaign and my table has 3 level 26s in it. Each game involves the party investigating, finding, and slaying a CR 30ish dragon. Usually "Not always" within a 6 hour time frame. I am defiantly not suggesting that this is a 100% fact of all games, but if within the writing of the modules for higher levels the facet of the games which slow down gameplay at higher levels was "surgically removed".
Once again just to restate it, I know I am a forum waffler and I don't mean to countermand anyone or anything said I just like discussing and gathering various opinions of topics I find really engaging. Don't interpret this as me attempting to sway minds to removing the level cap in any way.
| hogarth |
Oops...there's some confusion over post order due to deleted posts. Here's what Samuel is replying to.
@Hogarth, What is it about high level games that slows it down so drastically from the lower levels.
Various things, like fighters rolling 5 attack and damage rolls instead of 1, spellcasters casting two spells and commanding a horde of summoned creatures instead of casting a single spell, etc. Not to mention the fact that high level characters usually have a lot of options to choose from, so players sometimes take more time to choose.
In my experience it has just been that, higher CR creatures in combat translates to more HP and AC less damage taken.
That too.