nockermensch wrote:For me, the important difference between low and high level adventures should both be vertical (super orcs) and horizontal (your enemies are mindblanked in the astral plane sending summoned angels against you at the most inconvenient times).
Just supercharging the numbers is a big part of why the Epic Level book is boring.
Pretty much. Also why 4E epic felt anticlimactic - it was specifically set up so you could just palette-swap low-level adventures and use them:
"Ok, so you need to walk through the
swamp hellscape to the
bandit fortress tower of death, break down the
barred door gate of eternity, fight the
orcs demons, and retrieve the
merchant's wagon orb of souls."
And that just feels pointless as hell, especially when it's blatant.
Of course, complaining that palette-swaps suck is the easy part. Figuring out what kind of difference
should define high-level play is the hard stuff. Off the top of my head, here's some ideas/opinions:
* Delegating tasks. At low level, you are the one that tasks get delegated to. At higher levels, you've got more and better access to minions, as well as more occasions when you need to use them. This isn't high-level exclusive, but it's a trend.
* Information is more important. You (and your foes) have more ways to get it, more ways to hide it, and more reason to do so. This implies that at high levels, the difference between "randomly picked attack" and "attack against a weak point" should be significant.
* Ambush/assassination strikes. At low levels, you probably just die from these, so hopefully your enemies are limited in scope such that "sleep somewhere reasonably safe" and/or "skip town for a few weeks" are sufficient precautions. At high levels, you have foes that send angels at you from other planes, so you need to be able to handle that kind of thing. Likewise, your own ability to surprise-gank any foes that drop their guard will be higher.
* Extreme locations. Yes, to some extent, this can be considered a palette-swap, but really there should be tangible differences. Situations where you need to strike at a dozen points in a dozen kingdoms fairly simultaneously, or fight in a place with subjective gravity and prismatic weather, at least.
* Backup plans / more than one trick. At low levels, maybe you just sword stuff. If the enemy is immune to swording, it sucks to be you - so hopefully that's rare. At high levels, when the Lich throws out a doubling ooze that makes your tornado of blades a bad idea, you pull out your life-eating ghost dragon and keep going. And when he busts out a selective anti-magic field and shuts that down, you reveal your mastery of dancing shadow style and re-kill him anyway. For anything close to an even match, taking down a high-level character should be a layered process, where you bust through their series of backup plans.