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Have you experienced very high-level (18+) play in 5e? Tell me about it!
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<blockquote data-quote="kbrakke" data-source="post: 6978547" data-attributes="member: 6781797"><p>Currently at level 27, 24 of those are normal class levels and 3 of them are mythic level equivalents, and I gave them the world in magic items.</p><p></p><p></p><p>Ranger(Spell-less) 19 / Barbarian 5 / Mythic 3</p><p>Vorpal Blade, Weapon Of Legacy (Desert Wind), Belt of Fire Giant Strength, Byeshk Armor Plating (Acts like adamantine + spell resistance)</p><p></p><p>Fighter (Battlemaster) 24 / Mythic 3</p><p>Belt of Cloud Giant Strength, Rod of Lordly Might, +2 Plate, Byeshk Armor Plating, Ring of Commanding Fire Elementals</p><p></p><p>Wizard (Diviniation) 24 / Mythic 3</p><p>Robes and Staff of the Archmage, </p><p></p><p>Bard (Valor) 20 / Fighter 1 / Rogue (Swashbuckler) 3 / Mythic 3</p><p>Sunblade, Coutal Soul Shiled (It's a shield with a coutal in it that can cast helpful spells)</p><p>True polymorphed himself in to a Solar, and one of his mythic levels allows him to retain half of his spellcasting ability, so he's mostly a bard/solar with 6th level spells.</p><p></p><p>Monk (Modified Way of 4 Elements) 20 / Mystic 4 / Mythic 3</p><p>Bracers of Armor, Ring of Earth Elemental Command, Swordchucks, Holy Avenger Spear, Beyshek covering (Acts like adamantine + limited spell immunity (4th level))</p><p></p><p></p><p>For a while I tried the normal monster manual, things like death knights, pit fiends and balors were proving at least reasonable when backed by hoards of chaff, but after their second mythic level I threw the monster manual out. At this point they don't fail against ordinary enemies, so we mostly just skip those encounters and move on to important e encounters. </p><p></p><p></p><p>From about level 17 onwards (They were level 16 with one mythic level) it was ok, then I made it just right. Once they hit 20 things got too easy again, but after their second mythic level I started getting back on track. The final act of the campaign I hope will be hard again. They are trying to retake massive parts of Khyber, the Eberron underdark, from Beleshyrra. He has had literally months to study the party and his creations should prove to be difficult.</p><p></p><p></p><p>#1 thing is plan your enemies and give them abilities that make sense as a foil to common PC tactics. It should be rare past 17th level that they are fighting something that doesn't know about them, this party has made the enmity of every single group of baddies on Eberron, literally all they do now is plot how to stop the party. As such I build my monsters for this.</p><p>#2 Is give half proficiency to weak saves. I want my monsters to have high save DCs when they are impressive spell casters, however doing that properly makes the fighters sit out the fight. We use hero points, and they have advantage on most spell saves, so getting a +4 to weak saves gives them a bad, but possible chance to hit things like DC 25 or so. This lets me threaten the players with high mental saves without completely shutting the other players out.</p><p></p><p></p><p>Some Ramblings on my monster designs: Once I threw out the monster manual I started to think of my monsters in the semi-4e style by thinking of their roles. With the party having ACs ranging from 21 to 25 I ballpark an average monster as +14 to hit. My strikers and Elites go higher and the casters can be slightly lower. I also unilaterally raised monster ACs, the lowest to hit in he party is the monk at +14 and the highest is +18 from the fighters and bard. I start my base AC at 21 and raise it by type. They still usually hit the monsters, but they feel a little bad more often. Right now I have an interesting set of monsters. The Daelkyr are known to be somewhat mysterious and they love to alter living creatures to fit their needs, so in this act I have cast Beleshyrra as an artist looking for feedback on his work. As the lord of eyes he sees everything his creatures do and keeps working on new creations to thwart the party. This gives a very good in world reason for monsters to begin to learn new tactics and gain new abilities.</p><p></p><p>The players at this level have some crazy immunities, or things like evasion which make my spell considerations change. But this ties back in to designing for your players. </p><p>I can't feasibly keep to a 6 - 8 encounter day, unless I just tell them they don't get a long rest until 7 encounters go by. I don't want to do that because I feel such a fundamental change should be discussed before a campaign starts, but I think the structure of this act will keep them constantly moving. </p><p></p><p>Another thing is, at this level I'm just not afraid to kill them anymore, they have resurrection spells and can pretty much survive any single thing. They can regroup afterwards and try again, but I trust them to know if they're going to die an make pains to escape.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6978547, member: 6781797"] Currently at level 27, 24 of those are normal class levels and 3 of them are mythic level equivalents, and I gave them the world in magic items. Ranger(Spell-less) 19 / Barbarian 5 / Mythic 3 Vorpal Blade, Weapon Of Legacy (Desert Wind), Belt of Fire Giant Strength, Byeshk Armor Plating (Acts like adamantine + spell resistance) Fighter (Battlemaster) 24 / Mythic 3 Belt of Cloud Giant Strength, Rod of Lordly Might, +2 Plate, Byeshk Armor Plating, Ring of Commanding Fire Elementals Wizard (Diviniation) 24 / Mythic 3 Robes and Staff of the Archmage, Bard (Valor) 20 / Fighter 1 / Rogue (Swashbuckler) 3 / Mythic 3 Sunblade, Coutal Soul Shiled (It's a shield with a coutal in it that can cast helpful spells) True polymorphed himself in to a Solar, and one of his mythic levels allows him to retain half of his spellcasting ability, so he's mostly a bard/solar with 6th level spells. Monk (Modified Way of 4 Elements) 20 / Mystic 4 / Mythic 3 Bracers of Armor, Ring of Earth Elemental Command, Swordchucks, Holy Avenger Spear, Beyshek covering (Acts like adamantine + limited spell immunity (4th level)) For a while I tried the normal monster manual, things like death knights, pit fiends and balors were proving at least reasonable when backed by hoards of chaff, but after their second mythic level I threw the monster manual out. At this point they don't fail against ordinary enemies, so we mostly just skip those encounters and move on to important e encounters. From about level 17 onwards (They were level 16 with one mythic level) it was ok, then I made it just right. Once they hit 20 things got too easy again, but after their second mythic level I started getting back on track. The final act of the campaign I hope will be hard again. They are trying to retake massive parts of Khyber, the Eberron underdark, from Beleshyrra. He has had literally months to study the party and his creations should prove to be difficult. #1 thing is plan your enemies and give them abilities that make sense as a foil to common PC tactics. It should be rare past 17th level that they are fighting something that doesn't know about them, this party has made the enmity of every single group of baddies on Eberron, literally all they do now is plot how to stop the party. As such I build my monsters for this. #2 Is give half proficiency to weak saves. I want my monsters to have high save DCs when they are impressive spell casters, however doing that properly makes the fighters sit out the fight. We use hero points, and they have advantage on most spell saves, so getting a +4 to weak saves gives them a bad, but possible chance to hit things like DC 25 or so. This lets me threaten the players with high mental saves without completely shutting the other players out. Some Ramblings on my monster designs: Once I threw out the monster manual I started to think of my monsters in the semi-4e style by thinking of their roles. With the party having ACs ranging from 21 to 25 I ballpark an average monster as +14 to hit. My strikers and Elites go higher and the casters can be slightly lower. I also unilaterally raised monster ACs, the lowest to hit in he party is the monk at +14 and the highest is +18 from the fighters and bard. I start my base AC at 21 and raise it by type. They still usually hit the monsters, but they feel a little bad more often. Right now I have an interesting set of monsters. The Daelkyr are known to be somewhat mysterious and they love to alter living creatures to fit their needs, so in this act I have cast Beleshyrra as an artist looking for feedback on his work. As the lord of eyes he sees everything his creatures do and keeps working on new creations to thwart the party. This gives a very good in world reason for monsters to begin to learn new tactics and gain new abilities. The players at this level have some crazy immunities, or things like evasion which make my spell considerations change. But this ties back in to designing for your players. I can't feasibly keep to a 6 - 8 encounter day, unless I just tell them they don't get a long rest until 7 encounters go by. I don't want to do that because I feel such a fundamental change should be discussed before a campaign starts, but I think the structure of this act will keep them constantly moving. Another thing is, at this level I'm just not afraid to kill them anymore, they have resurrection spells and can pretty much survive any single thing. They can regroup afterwards and try again, but I trust them to know if they're going to die an make pains to escape. [/QUOTE]
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