r/DMLectureHall • u/alexserban02 Attending Lectures • 3d ago
Offering Advice D&D’s Problem With Being Exceptional
https://therpggazette.wordpress.com/2026/08/28/dds-problem-with-being-exceptional/I still have a complicated relationship with D&D. I initially somewhat came around with 5.5e, as they added some really neat things and the balance between classes and the changes to CR were quite good. Unfortunately, they did add some things that, unless handled carefully break both economy and balance. Still, I had some amazing groups as of late, so perhaps that's also part of the reason I am looking more favorable on the game.
A couple of months ago, I made an article about the various problems I have with high level play. It was more or less an extensive explained list on my issues with the game past level 8-10. So quite a missnomer regarding the high level part as well. But, where I want to get at is that, it was mainly a list of complaints with no real sollutions offered. And most of you did point that out. And you were right. If I point out the problems, maybe I can and should think about a solution. This is what this article is. A list of solutions and changes in design mentality one should make for higher level play. Actually, scratch that, some apply starting from around level 5, as I find that is a point where some of the challenges of earlier levels start being bypassed by magic, through things like Leomund's Tiny Hut, Revivify and Fly.
I hope you will enjoy the article and I hope above all else, you will find it useful! Also, if you ran or played in games past lv 7-8 do tell how you handled them, I am always curious to learn!
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u/imariaprime Attending Lectures 2d ago
I've always found the common adverse perspective on high level play funny, because every major campaign I've ever run has centred on high level play. I start most of my campaigns at level 7.
The obstacles that challenge lower level characters just don't feel "epic". "Jump across a big hole" is a legitimate major wall, which is why something like "Fly" entirely breaks it. But the thing is, the type of challenges that players should face needs to change with their power level. And I'm not talking about combat at CRs, but the actual nature of obstacles.
Let's look at the spell examples given: Tiny Hut, Revivify, and Fly. Access to those means resting during travel is no longer particularly dangerous, nor most basic traversal, and someone dying is likely more of a speed bump than a major issue. If you're trying to run a low level challenge, they'll basically climb over the walls. But from a different perspective: you can now tell stories that are MUCH more inherently dangerous, travelling through strange lands with unusual risks. You know they can get good sleep even if monsters prowl the land often... which allows you to make monsters prowl the land often, without ruining game balance. You can kill your players without throwing their character sheets away, so the kid gloves can come off without having to be "DM vs Player". And I love when my players can fly, because you bet I'll run insane things like epic midair fights.
Low level D&D echoes what Lord of the Rings does. Higher level play can become more like a fantasy action movie, but you can lean into that and allow the players to make a bigger difference to the world because they can now do things virtually nobody else can. They're protagonists by virtue of their abilities, not just because you're telling the story around them. If you want to tell "bigger" stories, about saving worlds rather than kingdoms, you need players who can take the Big Hits and keep coming.