D&D General The Logistics of High Level Play. TSR to 5.5

Zardnaar

Legend
Thought I would add some thoughts about this from the DM side of screen. Basically I've been a permanent DM from 1995 (started late 1993) Occasionally I get to play a short campaign when one of my players decides to DM. I'm currently running 3 campaigns for 3 different groups level 2, 7, and 6/7 (C&C old school multiclassing).

In 5E from level 1 or 3 we have made it to level 12-14 a few times current games. 2E we made it to 19th once but usually topped out around level 12/13.

We have played over level 20 in BECMI, 2E and 3E via creating higher level characters. Here's some problems I gave noticed IRL outside the game rues.

1. The amount of time required. Generally it takes a lot of time espicially with older editions. Newer editions assuming a 4 session per level requires close to 80 sessions. Assuming 75% play rate every week it's 2 years to hit level 20. If you play biweekly it's 4 years. Speed running eg 2 sessions per level is still a year.

2. The game year. Not sure how it works overseas but late December and January are basically a wash out. When you're younger it's school holidays then university holidays then summer holidays as an adult. If you're not available odds are your players are afk as well. We get 4 weeks holiday here and 10 or 11 stat days an a lot fall in in those months. If you have some banked up 6-8 week holidays aren't that unusual. Students get more by default (I live in a student city). A 2 or 3 month break can kill campaigns.

3. Dedicated players. In TSR era of D&D we were younger. 6-8 hour sessions were the norm. Now they're 2-4 hours. People you played with you had known since kindergarten in some cases. Or went to school or scouts with. Our high level games we were playing daily in holidays. Start 10am. Hot day go to the river, return keep playing until midnight. One session went 27 hours. That's how we got to level 19 in 2E and it was very Monty haul. More time and bored teenagers.

4. Prep time. Young and stupid you would spend hours prepping for games. I would home brew pantheons, monsters, hand drawn maps. 3E and 4E even harder. 3E try putting a vampire template on a level 7 rogue You have an hour go. 4E drawing maps and designing them was a major pain. I was putting in 3-5 hours work per 4 hour session. It was also like the proverbial frog in boiling water you don't notice until it's to late. You forget how much simpler B/X was until you play it again. Minis can be fun but it's more work, money and time.

5. We play away from home. It's more convenient at home but finding players is a lot harder. They need cars for starters generally. Books are heavy along with battlemats, minis etc. Some poor bastard has to carry that. That poor bastard is me. Student city they tend to live near town or university. They're going to go with what's convenient as well. High level generally requires more books.


These days basically I use a campaign arc then go looking for stuff to adapt for that arc. Example my main game I used Dragon of Stormwrack Isle, then Rise of Runelords pt 1 and Sandpoint, then a mix of Descent into Avernus, Princes of the Apocalypse and Tears for Twilights Hollow (Dungeon 3.0 adventure). I change names and convert/design encounters. My prep time is 20-60 minutes a session.

DM burnout. My longest running campaign has been since December 2023. I've indicated it will be wrapping up soon. I canceled a campaign last year as I wasn't enjoying the social dynamics (2 players were having fun the other 3 were not). The long game has been fun but two players have left town (returning to UK and different provonce), .

The newer players weren't there at campaign start so it feels disjointed and they had no input in what it was about. Eventually I get bored or changing social dynamics of the group end the campaign and we start over. Finishing a WotC campaign eg strahd is start over. By the end of CoS for example everyone was sick of undead and sick of Ravenloft (I didn't DM that one).

Modern D&D (3.0 onwards) just puts more workload on the DM. 3E it was bloat and fears, 4E feats and powers, 5E and 5.5
espicially super hero PCs. More interesting player options is also more work due to power levels and complexity. No way around that.
 
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I think the game should one day switch from Level to Tier play. You have 4 or 5 tiers, and powers in lower tiers are designed to largely only be useful at their power level and are swapped out for new powers or updated mechanics at higher levels. One big thing I think causes issues at higher level play is how features stack on each other. This is especially bad for spellcasters, as spells cast at higher level keeps old options useful, and limited high level spell slots means you have to keep track of your whole spell list instead of just having a tighter spell list adequate for your level of play.

It's hard to solve this issue, even with my original idea mentioned above. Ultimately, players are going to want to hold on to one or two things throughout the entire career of their character. For martials, that's easy to achieve. Barbarians have Rage (and maybe Brutal Strikes too) in all tiers, and the rest of their abilities are specifically drawn from their tier. This would require immense changes in design philosophy; for example, something like Bear Totem would be good at all tiers, so you'd want to give that in higher tiers. In lower tiers, you'd want useful but not too useful powers, but that runs the risk of just being boring and unfulfilling (see early levels of PF2E or Symbaroum IMO).

You could make it so you can choose to take some things from lower tiers and only use those, not taking anything in the upper tiers. So let's say that Bear Totem is tier 1, and tier 2 there's nothing that excites you or your character fantasy, so you keep bear totem. It would be important to not make Bear Totem scale with tier as IMO that would complicate the underlying logic here.

With this model, you could make a T4 or 5 character and only end up with, say, 5-10 abilities (including spells) instead of 20-30+ from 17th level on. You could also have an option where you can start with fewer abilities and sub them for magical items (which, imo, should take up an "ability slot" in this situation).

This is something similar to what Daggerheart does where you have the VAULT and your HAND. The Vault is all your abilities, but your Hand holds what you can use right now, and you have to pay a price (either in that game's version of HP or in time) to replace an ability in your Hand with one in your Vault. This might be the better version of my idea, but I'm not sold on it definitively being so.

Anyway, once characters are easier to design at upper tiers, designing challenges and stuff for them becomes easier too IMO. Yeah, the wizard might have Plane Shift and Teleport, but that's all they have and those tricks are only occasionally usable. That's easier to plan for then a Wizard with those spells + force cage, dominate monster, imprisonment, etc etc.

Some might argue this makes the game no longer D&D, but I disagree.
 

1. The amount of time required.
This can vary a lot with game play. The big thing here is to have everyone be eager and focused. Such a group can level fast.
2. The game year.
This is part of having dedicated gamers. People that don't "need" to take off for holidays. People that want to game.
3. Dedicated players..
Adults can do this too. Dedication knows no age.

4. Prep time.
This is an individual thing, but again is quite do able with dedication.
5. We play away from home
There are ways like have everyone bring different books or use stuff online.
Modern D&D (3.0 onwards) just puts more workload on the DM. 3E it was bloat and fears, 4E feats and powers, 5E and 5.5
espicially super hero PCs. More interesting player options is also more work due to power levels and complexity. No way around that.
There are a couple ways.......


Everything you say is very true. Everything said makes high level games hard, or even impossible.

But don't give up hope: RPGs are built on Hope. I couple of years ago I was in the slump of little RPG activity. Then I decided to change that, by altering reality myself.

1. Find the dedicated players. I accept no excuses short of your house exploding. So for each group of five players, I would shrink it down to one or two fast. Then get another new group of players. And after a few weeks, have a group of dedicated players that always show up and never call off. Such people do exist.

2.New Players. For a high level game, this is often the best way to go. New players don't have years of gaming baggage and have likely never even heard of the gaming buzz words. They just play the game and have fun.

3.Playing Anytime. I've run games like a 5am to 6am game everyday. We'd all meet and game like crazy for that hour, then go home and head off to work. This worked AMAZINGLY well for people with kids or hostile spouses. We'd just game while they were all asleep. This also works as an afternoon game from like 3-4.

The long weekend: everyone comes over by 8pm Friday and we game till midnight. Everyone sleeps over so we can wake up at 6 sih am and game until noon or so. We break so people can do family stuff in the afternoon, and get back to gaming 8pm to 12am, and then 6am to 9 am on Sunday. Or hours close to that.

4.DM control and saying No. Very much needed for high level games. The DM controls the game. You ask for something, the DM can and will say No. And if they do, you drop it. This works great.

5.Easy Prep is reusing things from what ever print you have. And 2025 gives us programs to create stuff....and, of course, AI.


It just takes dedication.
 

It just takes dedication.
I think that's the issue with adulting though, there are many other priorities that take said dedication.

The biggest thing I've noticed as my group has gotten older, its not that people have less time "per say", but there time becomes more regimented. Kids have school, then have after school programs. Certain days of the week start to fill up, and then people only have a small block of time to dedicate before other priorities kick in that everyone can keep free to play.
 

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