High-Level Play: Nightmare for DMs?

Tessarael

Explorer
Ruleslawyer, I agree that Gate is a plot device. Is it broken ... depends on the creature you summon and control, potentially yes, so I agree with you adding it to the list.

Rushlight, a DM can balance anything - the DM makes up the rules. The question is, as written, what 9th level spells are unusually more powerful than other class abilities/powers/spells around that level.

Mordenkainen's Disjunction is definitely broken. He who disjoins first wins. Look at how much you would nerf your players if a Mordenkainen's Disjunction went off on them at the start of a battle. Sure it's not great for treasure, but then sometimes you just want to win. (Versus creatures and NPCs it tends to be less effective, because they are less equipment dependent at the same CR.)

Shapechange ... hmmm, I'm fighting an Old Red Dragon ... I'll change into a Pit Fiend. Nice to have immunity to fire, regeneration, DR 15/good and silver. I'm sure there's other good Shapechange options too. Sure, Meteor Swarm might be the better tactic in some circumstances (Red Dragons have few weaknesses), but Shapechange is so good that you can out melee the 20th level Fighter.
 

log in or register to remove this ad

rushlight

Roll for Initiative!
Tessarael said:
Rushlight, a DM can balance anything - the DM makes up the rules. The question is, as written, what 9th level spells are unusually more powerful than other class abilities/powers/spells around that level.

The 20th level fighter in my campaign can dish out 200+ points of damage per round, given the right circumstances. The mage can come close, but only a few times before those spells are gone - but he can do it usually regardless of the abilities of the enemy. That's fairly balanced.

I don't see how those spells are more powerful than other 20th level abilities. Druids get awesome wildshape. Fighters have a feat list a mile long to make them all nasty. Clerics have spells too. Monks can be whirling death dealers. Rogues are dealing out piles of sneak attack damage. Rangers can pelt an enemy with a rain of deadly arrows. Etcetera, etcetera. Not to mention that most of those classes can use their abilities an endless number of times. If your DM lets you just fight one battle and then rest, then the problem is with your DM - not the spells. Your wizard should be cautious when casting all his uber spells in one battle. That's usually a mistake the wizard only makes once.

Tessarael said:
Mordenkainen's Disjunction is definitely broken. He who disjoins first wins. Look at how much you would nerf your players if a Mordenkainen's Disjunction went off on them at the start of a battle. Sure it's not great for treasure, but then sometimes you just want to win. (Versus creatures and NPCs it tends to be less effective, because they are less equipment dependent at the same CR.)

That's not true. If you've been Disjoined, you can still cast your own Disjoin. Not to mention that items get their owner's will saves - and 20th level mages generally have high will saves. Besides, as a DM I'd think very, very hard before I cast Disjoin against the party. You'd need to be sure that they could stay within the appropriate wealth bracket for their level, despite any losses.

Tessarael said:
Shapechange ... hmmm, I'm fighting an Old Red Dragon ... I'll change into a Pit Fiend. Nice to have immunity to fire, regeneration, DR 15/good and silver. I'm sure there's other good Shapechange options too. Sure, Meteor Swarm might be the better tactic in some circumstances (Red Dragons have few weaknesses), but Shapechange is so good that you can out melee the 20th level Fighter.

Okay.

Round 1

Wizard goes first: wizard Shapechanges into a Pit Fiend.
Dragon goes next: dragon casts Greater Dispel Magic. Wizard becomes himself again.

Why is this unbalanced? If your DM isn't effectively using the same abilites the PCs can, then again the problem is with your DM, not the rules. There's also Anti-magic field, or baleful polymorph, or many other ways to deal with a shapechanged wizard.

For every PC ability - even 9th level ones - there are effective methods of keeping the challenge in the game. It's just harder at high levels. To run a high level game, the DM must know the abilities of every class inside and out, and be very familar with every spell, and every monster's ability. The DM of a high level game must really understand the nooks and crannies of the game. He can't slide by like he could at 5th or even 15th level. Running a high level game isn't for the neophyte DM. The players only need to know only one small aspect (their chosen class) to be very effective. The DM needs to know everything the players know, and then some.
 

hong

WotC's bitch
rushlight said:
The 20th level fighter in my campaign can dish out 200+ points of damage per round, given the right circumstances. The mage can come close, but only a few times before those spells are gone - but he can do it usually regardless of the abilities of the enemy. That's fairly balanced.

The fighter cannot dish out 200+ points of damage all day, any more than the wizard can cast instakill spells all day. This is one of the more common mistakes that people make. It doesn't matter how tough the fighter is, he's going to have to stop sometime -- if only because his pals have to stop, which means that means he has to stop too. Splitting the party is as dumb at high levels as it is at low, and one guy cannot solo the dungeon.

Therefore, just because the wizard can cast broken stuff once per day is not counterbalanced by the fighter being able to dish out 200+ points of damage all day. Heck, even if the fighter _could_ dish out 200+ points of damage all day, that doesn't justify giving anyone a magic kill-the-BBEG ability. And it's not like the wiz is impotent in all those other fights leading up to the BBEG either; the number of spells they can cast per day is huge, and even with Quicken Spell, they can't possibly chew through them all in one battle.

I don't see how those spells are more powerful than other 20th level abilities. Druids get awesome wildshape.

Which basically means they deal more damage. It doesn't change the basic parameters of the game the way true resurrect, wish, miracle, gate, astral spell, teleport circle, etc. can.

Hint: nobody ever complained about meteor swarm.

Fighters have a feat list a mile long to make them all nasty.

Whose utility is highly dependent on the quality of the feats they get, and as matters stand, there's a real lack of good high-level feats.

Clerics have spells too.

Hint 2: plot device spells are not limited to wizards.

Monks can be whirling death dealers.

That sort of monk is talked about more often than seen. More usually, monks are highly specialised support players. They very rarely kick butt and take names the way fighters, clerics and wizards do.

Rogues are dealing out piles of sneak attack damage.

And just as often hiding to avoid getting whacked in return, or having to deal with non-crittable things. Have I mentioned yet that more damage doesn't change the parameters of the game?

Rangers can pelt an enemy with a rain of deadly arrows.

Have I mentioned yet that more damage doesn't change the parameters of the game?

Etcetera, etcetera. Not to mention that most of those classes can use their abilities an endless number of times.

Irrelevant. Using up resources encompasses a greater range of things than just feats and sneak attacks.

If your DM lets you just fight one battle and then rest, then the problem is with your DM - not the spells.

At high levels, you'll very often be fighting one battle and then resting, because half the party is close to dead, or their special abilities (from items, if necessary) have run out, or both. Spells are just one dimension of a party's total resources. Further, answering "the rules are hard to use" with "a smart DM can make anything work" is stupid.

Your wizard should be cautious when casting all his uber spells in one battle. That's usually a mistake the wizard only makes once.

At high levels, mobility magic is common enough that PCs can often choose the time of combat as they please.

That's not true. If you've been Disjoined, you can still cast your own Disjoin. Not to mention that items get their owner's will saves - and 20th level mages generally have high will saves.

Disjunction can be cast on fighters just as easily as wizards.

Besides, as a DM I'd think very, very hard before I cast Disjoin against the party.

Of course, you could just ban the spell and save the trouble of having to think about it.

Roleplaying is not an exercise in self-improvement. If something is a pain to deal with, then it's perfectly reasonable to excise it and get on with the fun stuff.

You'd need to be sure that they could stay within the appropriate wealth bracket for their level, despite any losses.

Exactly.

Okay.

Round 1

Wizard goes first: wizard Shapechanges into a Pit Fiend.
Dragon goes next: dragon casts Greater Dispel Magic. Wizard becomes himself again.

Hint 3: look up the caster level of your typical dragon, vs an equivalent EL wizard.

Hint 4: not every encounter involves something that can cast greater dispel. Saying that every encounter should be like this is a tacit admission that the thing to be dispelled is too good to leave unchecked.

Why is this unbalanced? If your DM isn't effectively using the same abilites the PCs can, then again the problem is with your DM, not the rules.

No, it's a problem with the rock-paper-scissors aspect of D&D, which is not something that a DM should have to contend with when designing appropriate encounters. Certainly not to the extent that a lot of 9th level spells demand it.

There's also Anti-magic field, or baleful polymorph, or many other ways to deal with a shapechanged wizard.

Why should every encounter require an NPC wizard to deal with one pissy spell?

For every PC ability - even 9th level ones - there are effective methods of keeping the challenge in the game.

And it would be a much, much better game if these counters weren't so specific to individual classes, which mandates a contrived approach to designing encounters.

It's just harder at high levels.

So ban the high level stuff. You're Allowed.

To run a high level game, the DM must know the abilities of every class inside and out, and be very familar with every spell, and every monster's ability.

... or the DM could just ban the cheese. You're Allowed.

The DM of a high level game must really understand the nooks and crannies of the game.

Poppycock. The DM of a high level game is required to do exactly what would provide them and their group with the most fun. Excessive amounts of homework to find obscure broken things does not constitute "fun" for a lot of people.

He can't slide by like he could at 5th or even 15th level.

And?

Running a high level game isn't for the neophyte DM.

And?

The players only need to know only one small aspect (their chosen class) to be very effective.

And?

The DM needs to know everything the players know, and then some.

And is there something wrong with making that task easier?
 

rushlight

Roll for Initiative!
hong said:
Of course, you could just ban the spell and save the trouble of having to think about it.
Bah. Banning spells just because they are powerful is a sad replacement for not wanting to take the time to make the powerful stuff work the way they were intended. If your solution to dealing with powerful stuff is to ban it, then you should keep your campaign under 15th level or so. A good DM should take the time to think about the abilities of the players. Put the work in, and your players will appreciate it.

I will say that I'm not opposed to banning things - I've limited my campaign to core rules only. But I don't feel that the spells in the core rules are unbalanced. Just being high level certainly doesn't make something unbalanced.

At high levels, mobility magic is common enough that PCs can often choose the time of combat as they please.
The reverse is also true. The enemies of high level characters can do the exact same thing. Retreat, and attack when it's advantagous for them. If your players are afraid of a fight, sometimes the fight needs to come to them.

All the spells you've complained about have practical solutions for the DM to keep the game on track. Sure, sometimes the PCs will use their powerful abilities to kill the monster quickly - that's ok. They've earned those abilities. Let them be used. Sometimes those abilities won't work when they like - that's fine too.

Which basically means they deal more damage. It doesn't change the basic parameters of the game the way true resurrect, wish, miracle, gate, astral spell, teleport circle, etc. can.
So if we aren't talking about using those spells to kill the BBEG faster (or stay alive better), excatly what do you mean by "change the basic parameters of the game"?

It seems to me that you are trying to keep the PCs in trapped their box rather than adapt to what the players do. You don't want them Teleporting anywhere, no Gating (or astrally travelling) to other planes, no bringing PCs back (without level loss), no taking down the bad guy in ways that you haven't prepaired for (like Disjunction or Shapechange). Perhaps you can clarify your position, as I may have misinterpreted. But I can tell you that from my many years of DMing experience, the players like to be free to roam around, be creative, and feel like they actually benefit from gaining levels and becoming more powerful.
 
Last edited:

hong

WotC's bitch
rushlight said:

You have the words, but not the music, kid.

Banning spells just because they are powerful is a sad replacement

It is a perfectly serviceable and useable replacement. Only those who like to indulge in putting the cart before the horse believe otherwise.

for not wanting to take the time to make the powerful stuff work the way they were intended.

When it comes to a pastime, I have no inclination to do things that are not enjoyable. Clearly this approach is not shared by those who walked through the snow, uphill both ways, to school. Or something.

If your solution to dealing with powerful stuff is to ban it,

Who said anything about banning powerful stuff?

then you should keep your campaign under 15th level or so.

I will run my campaign at exactly the power level I desire. You will thank me for opening your eyes to the possibility that the core rules are not the be-all and end-all of what constitutes the D&D experience.

A good DM should take the time to think about the abilities of the players.

Did you have a point, or were you just happy to see me?

Put the work in, and your players will appreciate it.

My players fully appreciate the work I put in. They also appreciate my not using broken stuff against them. In fact, I think there's even more stuff that they want banned that I haven't banned already (blasphemy, I'm looking at you).

I will say that I'm not opposed to banning things - I've limited my campaign to core rules only. But I don't feel that the spells in the core rules are unbalanced. Just being high level certainly doesn't make something unbalanced.

Did you have a point, or were you just happy to see me?

The reverse is also true. The enemies of high level characters can do the exact same thing. Retreat, and attack when it's advantagous for them. If your players are afraid of a fight, sometimes the fight needs to come to them.

Did you have a point, or were you just happy to see me?

All the spells you've complained about have practical solutions for the DM to keep the game on track.

For very large subsets of the potential encounter space, you are clearly talking about very small values of "practical".

Sure, sometimes the PCs will use their powerful abilities to kill the monster quickly - that's ok.

Did you have a point, or were you just happy to see me?

They've earned those abilities.

They did not earn the abilities under question IMC, because the abilities under question do not exist, and as such "earning" anything misses the point by quite a wide margin. Do you give your 20th level D&D fighters access to lightsabers because 20th level Star Wars jedi have earned them?

Let them be used. Sometimes those abilities won't work when they like - that's fine too.

Did you have a point, or were you just happy to see me?

So if we aren't talking about using those spells to kill the BBEG faster (or stay alive better), excatly what do you mean by "change the basic parameters of the game"?

Raise people from the dead with no penalty whatsoever, beyond monetary. Pull anything you like from anywhere you want in the multiverse, or go visit them. Rewrite events in the game to your liking. Dump people you don't like below the surface of the earth. If these events do not constitute a shift in PC capabilities beyond what they can do at 16th level or lower, you have no idea what's going on.

There is a dimension to D&D beyond the dungeon. Learn it, live it, love it.

It seems to me that you are trying to keep the PCs in trapped their box rather than adapt to what the players do.

Poppycock.

You don't want them Teleporting anywhere,

Poppycock.

no Gating (or astrally travelling) to other planes,

Poppycock.

no bringing PCs back (without level loss),

There are ways to bring PCs back without using the level loss mechanic, and also without turning it into a pure accounting exercise. Hint 5: AD&D managed it.

no taking down the bad guy in ways that you haven't prepaired for (like Disjunction or Shapechange).

Poppycock. Hint 6: there are more things in the D&D multiverse that require preparation for than disjunction and shapechange. Some of these I've also banned. Others, well, the bad guys just eat it if events transpire that the PCs use something they don't have an adequate counter for.

Perhaps you can clarify your position, as I may have misinterpreted. But I can tell you that from my many years of DMing experience, the players like to be free to roam around, be creative, and feel like they actually benefit from gaining levels and becoming more powerful.

... because people scrounge a miserable existence in the dirt, killing rats and living off scraps, for 16 levels, until they can gain access to the all-powerful 9th level spells that justify their existence. What exactly are they doing in those 16 levels, d00d? Bemoaning the poverty of their deprived lives, that they can only cast wimpy stuff like horrid wilting, disintegrate, and greater planar ally?

In summary, did you have a point, or were you just happy to see me?
 
Last edited:

rushlight

Roll for Initiative!
hong said:
You have the words <snip> In summary, did you have a point, or were you just happy to see me?
Ah, clearly I have misjudged you. I recognize now the least-square approach your arguments use. Obviously I should have countered with Kingman's Gambit. Had I done that, you surely would have seen the error of your wicked ways.

Perhaps in the future, you'll remember to gloss the rabbit before jumping the hole.
 

hong

WotC's bitch
ownedmickey.jpg
 


ruleslawyer

Registered User
rushlight said:
I don't find gate that bad. I assume it's the "creature calling" part that you object to. First it has a 1000 XP cost.
XP cost does not automatically balance a broken spell; otherwise, why bother with all the limiting language on wish.
Second, you are somewhat limited (to 2x caster level) in the HD of the creature if you intend to use it to fight.
Ooh, so I can only call a solar (CR 23), a monster that constitutes a "overwhelming challenge" for an opponent of my party's power level, as a 17th-level wizard? C'mon; you can't be serious.
And honestly, when you keep the HD limit enforced, basically what you've got is a bigger, badder Summon Monster.
No you don't. See the example above. Nor is that one a particularly abusive example of gate in combat; try cracking open the Epic Level Handbook and see how high you can go just using a by-the-book standard in-combat application. An 18th-level wizard can summon a phane (CR 25), a creature with the ability to cast epic spells as SLAs. A 20th-level wizard can summon a dream larva (CR 31), another creature with the ability to cast epic spells as SLAs.

Sheesh.
As a DM, if your player tends to use this spell often, you can compensate by adding additional bigger, meaner monsters for the called creature to fight. Or have the BBEG cast gate himself and summon a balor to deal with that solar. Whatever, it's not that big of a deal.
Ah, the old "Anything that the NPCs can do as well is balanced" argument. I thought this was done to death years ago, or are you allowing meteor swarm as a 1st-level spell now? In any event, it seems quite game-breaking to me to have so many high-level combats degenerate to powerful NPC vs. powerful NPC.
And also don't forget - gate actually physically brings the creature to the matieral plane. If it dies, it's DEAD. If the mage kills off too many extraplanar creatures, you can be sure that others will come looking for the reason...
Er, maybe. None of the abominations I mentioned have the ability to travel to the Material Plane, and there are a number of creatures without that ability in the core book that make powerful gate fodder. This means that the DM is going to have to go out on a limb to punish the players for irresponsible use of this spell; another sure sign that it's unbalanced.

Never mind the possibility of using gate to summon monsters with wish available as an SLA (takes less than 1 round/level to cast one, y'know!) or to cast it from, say, the Negative Energy plane to bring a foe to your location and force him to stand still for 1 round/level while you kill him. Good stuff.

But you also seem to think that high-level primary spellcasters are balanced with fighters out of the box, so I think I'll just avoid going further down this route...
 

Majere

First Post
Having run my first ever high level game I can honestly say:
There are unplayable spells in the core book.

I can also say that the best house rule for each party involves :
1) Playing a game with the rules as printed
2) After the game all talking about how best to balance problems
3) The Dm making a decision and writing it down.

Example:
Astral projection -
Either :
1) The party forms a bunch of exact duplicates that can travel almost anywhere bypassing all non magical obsticles. It fights the BBeG and even if the BBeG wins all that happens is he kills a few duplicates with no harm to the party.
OR
2) Some etherial creature kill the whole party by cutting the cords.

In practical terms the spell is basically unplayable. Because its either kills the whole party or makes them invulnerable.

Majere
 

Remove ads

Top