It's been my gaming experience that (A)D&D starts to break down around name level. I suspect EGG knew that, and put in game reasons into character advancement to encourage the (semi)retirement of characters at that point.
What do I mean?
Once a character hits name level, they no longer roll a new Hit Die upon advancement. Depending on class, they get 1 to 3 Hit Points instead. That same handicap doesn't happen on the monster side (druids and monks are an exception, but their name levels are higher than other classes).
Upon reaching name level, characters are encouraged to settle down and build a stronghold, church lands, thieves guild, magic tower and the like. It's the only way most classes will get the followers indicated for attaining name level. The fact that there were little if any rules for PC owned lands and the running of such is a good indicator that it didn't happen much. (By the way, thank you to ACKS for giving us such rules).
So, figure most of the D&D rule sets and their clones work best to around level 10 before they start breaking down.
I suspect that LotFP Weird Fantasy breaks down earlier, possibly as early as level 5 or 6, in part due to the gradual removal of combat effectiveness of all classes but the fighter as level increases but also due to a dearth of magic.
Most D&D games and their clones assume PCs will gradually be accumulating magic items. Magic weapons and the like add to weapon damage (and increase the chance to hit) and wands and the like add to the spell casters combat effectiveness. These are pretty much absent in WF. Admittedly, WF also lacks most monstrous adversaries. Still, I suspect that Weird Fantasy encounters start turning into endless slugfests a few levels earlier than other OSR clones.
What is your experience? When does combat start to break down for you or do your campaigns even last that long? (I know many of mine never made it to name level)
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