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High-Level Play: Nightmare for DMs?
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<blockquote data-quote="ruleslawyer" data-source="post: 1683146" data-attributes="member: 1757"><p>Nice posts from the other folks here!</p><p></p><p>Here goes:</p><p></p><p>1) For something you do anyway, and your DM might also: Read the boards. There is constant discussion here about abusive tactics, spells, items, classes, and so on. For truly scary discussions as to the abuse inherent in some rules, check out the WotC Char Optimization boards. A few minutes on those will give you a nice big list of difficult-to-adjudicate game factors, which will allow your DM to change as much as he wants preemptively and thus avoid midgame shifts. </p><p></p><p>It's a very, very good idea for a DM to go through the high-level rules options with a fine-toothed comb, especially if he's unfamiliar with high-level play. IMHO, a DM should be completely comfortable with the following rules aspects if he isn't already:</p><p></p><p>a) Polymorph effects. I'm sure that DMs of Pcat's stature can handle these out of the box, but IMHO they just shouldn't be played that way. Wildshape and Natural Spell are just too powerful, <em>shapechange</em> is subject to vast and scary abuse, and <em>polymorph any object</em> turns characters into epic monsters. </p><p></p><p>b) Teleportation and divination. IMHO, these are the twin elements most likely to disrupt your campaign or to facilitate it, depending on how it's played. IMHO, the DM should get very, very comfortable with scenarios involving these two game elements, or should put the game on hold through countermeasures while he gets used to the impact that these capabilities have on an adventure. Suggest that he check out an adventure scenario that handles these well (the only one that comes immediately to mind is Demon God's Fane) in preparation. </p><p></p><p>2) Play nice. It sounds like your DM is uncomfortable with some aspects of high-level play, and hasn't been around this block enough to be immune to surprising situations. Thus, your DM is going to get very leery of some tactics, and may ban them or restrict them. You should be prepared to deal with that, and likewise, he should be prepared to hear you out if you have objections. But accept that high-level play is hard, and that you're going to have to adapt. IOW, be somewhat receptive at first to midgame changes for a little while, because it's better to play with a friendly DM who's willing to learn than to not play at all! </p><p></p><p>3) Players IMC are simply not allowed to use or develop spells or items that I haven't seen before until I've given them a severe once-over. If I let something through and then regret it and want to eliminate it later, I negotiate with the player; I find that players are always looking for something for their characters, so if I take away, I give in return. For instance, I have in the past allowed players to swap out a feat or a known spell or spells as compensation for a detrimental rules change.</p><p></p><p>High-level play isn't for everyone, but it can be tremendously rewarding. Good luck!</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1683146, member: 1757"] Nice posts from the other folks here! Here goes: 1) For something you do anyway, and your DM might also: Read the boards. There is constant discussion here about abusive tactics, spells, items, classes, and so on. For truly scary discussions as to the abuse inherent in some rules, check out the WotC Char Optimization boards. A few minutes on those will give you a nice big list of difficult-to-adjudicate game factors, which will allow your DM to change as much as he wants preemptively and thus avoid midgame shifts. It's a very, very good idea for a DM to go through the high-level rules options with a fine-toothed comb, especially if he's unfamiliar with high-level play. IMHO, a DM should be completely comfortable with the following rules aspects if he isn't already: a) Polymorph effects. I'm sure that DMs of Pcat's stature can handle these out of the box, but IMHO they just shouldn't be played that way. Wildshape and Natural Spell are just too powerful, [i]shapechange[/i] is subject to vast and scary abuse, and [i]polymorph any object[/i] turns characters into epic monsters. b) Teleportation and divination. IMHO, these are the twin elements most likely to disrupt your campaign or to facilitate it, depending on how it's played. IMHO, the DM should get very, very comfortable with scenarios involving these two game elements, or should put the game on hold through countermeasures while he gets used to the impact that these capabilities have on an adventure. Suggest that he check out an adventure scenario that handles these well (the only one that comes immediately to mind is Demon God's Fane) in preparation. 2) Play nice. It sounds like your DM is uncomfortable with some aspects of high-level play, and hasn't been around this block enough to be immune to surprising situations. Thus, your DM is going to get very leery of some tactics, and may ban them or restrict them. You should be prepared to deal with that, and likewise, he should be prepared to hear you out if you have objections. But accept that high-level play is hard, and that you're going to have to adapt. IOW, be somewhat receptive at first to midgame changes for a little while, because it's better to play with a friendly DM who's willing to learn than to not play at all! 3) Players IMC are simply not allowed to use or develop spells or items that I haven't seen before until I've given them a severe once-over. If I let something through and then regret it and want to eliminate it later, I negotiate with the player; I find that players are always looking for something for their characters, so if I take away, I give in return. For instance, I have in the past allowed players to swap out a feat or a known spell or spells as compensation for a detrimental rules change. High-level play isn't for everyone, but it can be tremendously rewarding. Good luck! [/QUOTE]
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