I’d like to share my experience with higher-level
campaigns. I started GMing at 1994 and the main appeal of RPGs for me were the
idea of campaigns – years long games with elaborate tales, changing and
evolving PCs etc. I remember that, at the time, I managed a 3-4 years AD&D 2nd campaign and a 2
years Vampire the Masquerade game. None
were properly a campaign in that neither had a main goal, story or purpose –
they’re just a bunch of wacky adventures around the same group of PCs (yes,
even the Vampire one… please note
that I was teen GM). The last year of my AD&D
2nd game started to resemble a campaign in the modern sense,
with an overall arch and a final goal – ironically, exactly at this time D&D 3rd came out and I
canceled the game (one of my deepest regrets). My original AD&D group never
migrated to the “d20 era” and I had to start from scratch.
My first D&D
3rd campaign was in Greyhawk.
I started it in 2001 with the Sunless Citadel
and the Forge of Fury, followed by Return to the Temple of Elemental Evil.
The funny thing was that, at the time, I was just following the hype – I didn’t
really liked “dungeon crawl” as a genre. However, the games were definitely fun.
When the party reached 10th level things started to get out of hand for me –
too many magic items, complicated monsters, various crazy prestige class
abilities and, above all, lots of overpowered spellcasters.
High-level combat in 3rd Edition was
dominated by “absolute” effects: mainly save-vs-die spells, but also lots of attacks
that completely ignored AC or drained lethal huge amounts of levels (or ability
scores) without save; and I won’t even mention the absurd DCs for spells and
effects (it was relatively easy to have spells DCs of 26-30). The main culprits
were the magic and psionic systems. Nonspellcasters didn’t have a chance, although
they’re quiet resilient when in pure melee combat (except rogues). In fact, a
combat between high-level noncasters could drag for quite a few rounds. Haste and buffs dominated the
battlefield. Combats were in general mutually destructive, with initiative
determining who was standing after a few rounds (interestingly how the same
thing happened before, in my AD&D 2nd
games that used the Player’s Options
books).
The Greyhawk
campaign lasted 2-3 years – my longest d20 game so far. After that I most of
the time only run Legend of the Five
Rings; besides short games (3-4 sessions) like Lord of the Rings (CODA
System), Exalted and Call of Cthulhu. I did tried coming back
to d20, but all my attempts were short-lived (Black Company, Arcana Evolved
etc.).
I came into Pathfinder
while running my Chronicles of the 7th
Moon campaign (we started at D&D
3.5 and converted to Pathfinder approximately at 5th level).
This became my second longest d20 campaign, with 4 years of intense gaming.
Because we’re using a setting for which I co-authored, I felt free to indulge
myself with house rules and different types of adventures. The campaign was a
success among my players and reached 12th level. At this time, each
character had so much stuff going on his sheet, that I stopped level
progression (more info here). Actually, I don’t think this campaign is a
good example of how Pathfinder works
– I changed too much stuff (some of my house rules can be found here).
Characters had extra Hit Points and were considerable stronger than their
respective level (their power level was probably be closer to 15th
level).
So, finally, after a 1 year hiatus, I started
the Curse of the Crimson Throne (or
CotCT) campaign that I’m still running once every 20-30 days. It’s based on the
2nd Adventure Path made by Paizo and by far my favorite one (though
originally written for D&D 3.5). I’m running CotC keeping to the Pathfinder Core Rulebook as faithful as
possible. I’m allowing almost anything from the Advanced Player’s Guide, Ultimate
Combat and Ultimate Magic. I’m
also using Hero Points from the Advanced
Player’s Guide, mainly as a substitute for raised dead and resurrection magic in general (removed as requested
by my players).
So, how does Pathfinder runs?
First thing I noted: the core classes are
wonderful and so robust that most players don’t even think about prestige
classes anymore. This leaves the game more “clean” or “iconic”. The
nonspellcaster classes gained a lot of punch. Spellcaster still rule the day, especially
when you have few encounter between rests. In dungeon crawls (or adventures
with a continuous sequence of encounters), nonspellcasters become an essential part
of the group, keeping spellcasters alive. The spells’ DCs are also more
controllable, especially given the lack of feat and prestige classes to boost
them (this was already a trend by D&D
3.5). Spells are used to “soft” your enemies, so that Fighters and other
nonspellcasters can zoom it to finish them. There is also practically no
“absolute” spell anymore (another design choice that started with D&D 3.5, but which Pathfinder improved).
Now the part that surprised me: damage
escalation for noncasters. When the party reached 9th level I begin
to note that classes like Fighter and Barbarian kept increasing their damage
per round ratings – dramatically. Usually, at this point in D&D, you damage
only gets higher through magic items. However, in Pathfinder, the various class
features keep increasing through middle and high-levels. By the 12th
level, the Fighter and Barbarian are dealing amazing amounts of damage each
round (easily more than the casters after an entire encounter). Mixed classes,
like the Magus, can go “nova” and skyrocket damages per strike ratings.
The net result is that most of my battles are
fast, almost as fast as those of the first levels. Oddly, I find this very
good. The game runs less chaotically than D&D
3rd/3.5. However, the high numbers are starting to scare me. And,
on the GM side of the screen, creating monsters and challenges for high-level
play still require too much work and spare time for my liking. Given my
absolute lack of the later, I'm in the habit of just reskinning most creatures and
using pieces of other Adventure Paths and adventures.
Features like the one above only strength my
desire of “stopping” D&D 3rd/Pathfinder
around level 10th and making 11+ campaigns as the “epic levels”. In
fact, I’m only keeping CotCT rules as written because Paizo did already most of
the heavy stuff for me (and also because we’re all having tons of fun).
I’ll try to elaborate on some of my crazier
alternatives for “advancement” in the next post.
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