FormerlyHemlock
Hero
Here's a thought:
I came to 5E from AD&D (2nd edition). In every world I've ever run up until now, high-level NPCs are rare, because even getting from 1st level to 2nd was a nightmare which practically required a doctoral degree and a thousand dead orcs. (I exaggerate, slightly.) Furthermore, the world was deadly enough that trying to gather enough experience to go from 10th level to 20th was extremely dangerous and likely to end in death, whether from a failed save vs. Basilisk gaze or type F poison or simple HP damage. So when I built my first 5E world, I built it with some low-level NPCs, but the idea was that if anybody is going to be a high-level NPC it will have to be the PCs.
After some experience with 5E, I'm no longer sure that that's a logical consequence of the game rules. 5E combats are easy. There are no real save-or-die effects to speak of any more, resurrection is easy and painless (Revivify) with no chance of failure, and many of the worst things that can happen to you are removed with a simple Dispel Magic spell according to Sage Advice (although I don't use that ruling). Furthermore, the XP tables are compressed. Using Tarrasques as a unit of measurement: you no longer have to kill three and a half Tarrasques to get a single PC from 10th level to 11th. Nowadays a single Tarrasque can boost four PCs almost two complete levels--advancement is twenty-five times faster!
Because advancement is so quick and easy, and attrition is set up to be low, I'm starting to think that the default state of the 5E gameworld should resemble the Forgotten Realms: lots and lots of high-level PCs, where a 10th level wizard is as common as a grad student in our world and you can expect him to soon be a 15th level wizard as he defeats greater challenges and becomes capable of safely tackling even greater challenges. He may possibly be a 20th level wizard in less than two years.
That rate of advancement makes me uncomfortable but it seems to be clearly implied by 5E's system. I can think of some ways to prevent that snowballing from occurring, without tweaking the XP table, but the most obvious is to make it nontrivial to find things to safely kill for XP. I.e. completely ignore the "encounter difficulty" table even more than I am doing today and set things up so that if you start harvesting e.g. a kobold tribe for XP, the kobolds will proactively kill you and maybe levy a legal complaint with the local government in the process. "Adventurers" would be disreputable folks who are attracted to trouble spots like flies to manure so they have the opportunity to "justifiably" take lives and harvest XP. For a standard academic wizard, it's easier and safer to putter about at 3rd level for a number of years (perhaps gradually accumulating 100 XP a month from research) than to involve one's self in the world of black ops and fast XP.
Thoughts? Especially from grognards.
I came to 5E from AD&D (2nd edition). In every world I've ever run up until now, high-level NPCs are rare, because even getting from 1st level to 2nd was a nightmare which practically required a doctoral degree and a thousand dead orcs. (I exaggerate, slightly.) Furthermore, the world was deadly enough that trying to gather enough experience to go from 10th level to 20th was extremely dangerous and likely to end in death, whether from a failed save vs. Basilisk gaze or type F poison or simple HP damage. So when I built my first 5E world, I built it with some low-level NPCs, but the idea was that if anybody is going to be a high-level NPC it will have to be the PCs.
After some experience with 5E, I'm no longer sure that that's a logical consequence of the game rules. 5E combats are easy. There are no real save-or-die effects to speak of any more, resurrection is easy and painless (Revivify) with no chance of failure, and many of the worst things that can happen to you are removed with a simple Dispel Magic spell according to Sage Advice (although I don't use that ruling). Furthermore, the XP tables are compressed. Using Tarrasques as a unit of measurement: you no longer have to kill three and a half Tarrasques to get a single PC from 10th level to 11th. Nowadays a single Tarrasque can boost four PCs almost two complete levels--advancement is twenty-five times faster!
Because advancement is so quick and easy, and attrition is set up to be low, I'm starting to think that the default state of the 5E gameworld should resemble the Forgotten Realms: lots and lots of high-level PCs, where a 10th level wizard is as common as a grad student in our world and you can expect him to soon be a 15th level wizard as he defeats greater challenges and becomes capable of safely tackling even greater challenges. He may possibly be a 20th level wizard in less than two years.
That rate of advancement makes me uncomfortable but it seems to be clearly implied by 5E's system. I can think of some ways to prevent that snowballing from occurring, without tweaking the XP table, but the most obvious is to make it nontrivial to find things to safely kill for XP. I.e. completely ignore the "encounter difficulty" table even more than I am doing today and set things up so that if you start harvesting e.g. a kobold tribe for XP, the kobolds will proactively kill you and maybe levy a legal complaint with the local government in the process. "Adventurers" would be disreputable folks who are attracted to trouble spots like flies to manure so they have the opportunity to "justifiably" take lives and harvest XP. For a standard academic wizard, it's easier and safer to putter about at 3rd level for a number of years (perhaps gradually accumulating 100 XP a month from research) than to involve one's self in the world of black ops and fast XP.
Thoughts? Especially from grognards.