SteveC
Doing the best imitation of myself
It's really interesting to look at this thread because a lot of what people are asking for has been done in games that I'd describe as "D&D done right". A lot of them actually date back to the 70s and 80s, although you can find a lot of this in OSR games.
I've played in high level D&D in every edition. I have been lucky enough to play some AD&D with the old designers at Gamehole Con (yes, another reason for you to join us at that Con). I've found that it gets rather gonzo, but it works.
And that's largely the case for most of the editions. The only one I wouldn't play at high level is 3X with all the options, since ... shudder ... that's just too much for me.
The best edition for high level play, hands down (and of course, this is my opinion) is 4E. I've played one campaign into Epic, and many in Paragon and it was just fantastic.
And I'm just playing 5E at high level (is level 13 high level?) right now, and I find it to be a perfectly cromulent experience, within the confines of a 5E game.
The single thing that I think helps with high level D&D is ... to play other games. Once you play and run an Amber game, high level D&D is not something that's intimidating. The Epic 4E character I played had the ability to Shadow Walk anywhere, so I think that very accurately reflects the play style.
If you're playing in or running a Dungeon World game, you just have to expect a ton of curve balls from the players. And be ready for it.
Outside of that, a ton of the problems people are talking about go into player and table issues. If the players don't want to engage with the game you should stop play and discuss that. If players want a different kind of game, especially at high level, you need to get onboard with that as a DM or stop the game.
What really needs to change in high level 5E? Less than you might think. I'm still a work in progress about it, but there seem to be a lot fewer problems than I've been told existed.
I've played in high level D&D in every edition. I have been lucky enough to play some AD&D with the old designers at Gamehole Con (yes, another reason for you to join us at that Con). I've found that it gets rather gonzo, but it works.
And that's largely the case for most of the editions. The only one I wouldn't play at high level is 3X with all the options, since ... shudder ... that's just too much for me.
The best edition for high level play, hands down (and of course, this is my opinion) is 4E. I've played one campaign into Epic, and many in Paragon and it was just fantastic.
And I'm just playing 5E at high level (is level 13 high level?) right now, and I find it to be a perfectly cromulent experience, within the confines of a 5E game.
The single thing that I think helps with high level D&D is ... to play other games. Once you play and run an Amber game, high level D&D is not something that's intimidating. The Epic 4E character I played had the ability to Shadow Walk anywhere, so I think that very accurately reflects the play style.
If you're playing in or running a Dungeon World game, you just have to expect a ton of curve balls from the players. And be ready for it.
Outside of that, a ton of the problems people are talking about go into player and table issues. If the players don't want to engage with the game you should stop play and discuss that. If players want a different kind of game, especially at high level, you need to get onboard with that as a DM or stop the game.
What really needs to change in high level 5E? Less than you might think. I'm still a work in progress about it, but there seem to be a lot fewer problems than I've been told existed.