>the adventures a mid level party faces are more interresting
are they now?
thas up to you. the majority of play sessions in dnd 5e according to official sources go from level 1 to 7.
I perosnally enjoy starting out small and dealing with local problems and stumbling into a big sotry.
id say anything beyond level 13-14 is not interresting to me anymore because of how intangible it tends to get. Or how convoluted the story has to be for you to still give a shit about the average joe when you start to get so removed from him.
The elemental plains are a personal bugbear of mine, they are boring as fuck and they have no depth to them.
No story ive ever seen made me get excited about going into one of them.
Id rather do spelljammer while were at that.
I want that 1 to 10 expirience to be meaningfull and long.
and THEN i can enjoy the 10 to 20 expirience more.
I gotcha when you say mid level, i enjoy the level 5 to 10 dungoen crawling, when you start encountering the iconic DnD monsters but they are still highly lethal threats. In my opinion level 5 to 10-12 is when dnd is at its best.
but ultimatley this too is a matter of taste.
>Tactics are limited in a low level gameplay
this is where we gonna disagree on a fundamental level.
Tactics a high level party can employ arent tactics at all, they throw stuff at problems to make the problems disappear.
Tactics are somethign that only low to mid level parties actually utilize.
5e of course is a terrible system that requires House Rules and a good DM to allow any form of "Tactics" at all, because any tactical gameplay will be dependant heavily on Roleplaying and Mother may i.
But thats again a flaw of the system.
To me, tactics are good when preparing for a fight, positioning, flanking, choosing the locaiton of the encounter, using terrain and carefully restriting your ressources to not overocmit.
Tactics stop mattering when everyone can fly, cast fireball multiple times a day, see invisible enemies, conjure insane ammounts of damage, instantly disable traps and flat out ignore the terrain.
>caster wank
and again you misrepresent my point.
You act as if i want casters to be shit.
What i want is casters to not be so damn un fun.
And thats what they are.
Casters make problems go away instead of solving them. Casters do not provide good gameplay, they provide easy soltions.
Thats what i hate them.
I want casters to focus on cool shit like rituals, summoning monsters, controlling the battlefield, supporting and so on.
Stuff most games that arent dnd figured out.
What i dont want casters to do is trivialize other classes by spells like knock, or hell, cantrips like mend. I dont want casters to stop time willy nilly or teleport ot places they havent been to before.
And if they do so, they should be restricted to subclasses.
Ive made this poitn many times before and you keep ignoring it.
And yes, i want martials to have more options.
Note how i am at no point neither with martials nor wizards tallking about the POWER as in CADENCE of what they can do. Im talking about the UTILITY and the AMMOUNT OF OPTIONS they get.
And what i want is simple:
Casters to have LESS options
martials to have MORE options
Specifically i want them to meet in the middle of where they are right now. Every class should have TONS OF OPTIONS but only within their designated ROLE.
A Caster should never take the Role of a Rogue.
A Fighter should never takte the Role of a Wizard.
Its that simple. Stop misrepresenting my argument.