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Tell Me About Your Experiences With High Level 5E
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<blockquote data-quote="Tormyr" data-source="post: 7496272" data-attributes="member: 6776887"><p>High-level play worked really well for me and my table. I converted all of the 3.5 Age of Worms AP to 5e. <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254</a></p><p></p><p>What surprised me was how well the monster-building and encounter-building guidelines from the DMG worked despite them being just numbers in a table. All the creatures I made (or modified from the MM) were built with the DMG guidelines and fit with the high-level abilities of the PCs.</p><p></p><p>I also generally had larger groups (5-8) at my table with little knowledge ahead of time as to how many there would be. I modified the encounter building guidelines so that the sudden changes in encounter XP multiplier were smoothed out and placed that in a spreadsheet. <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186</a> This allowed me to adjust the encounter on the fly to keep roughly the same difficulty regardless of how many PCs (or even NPC allies) I had that day. It also works for adjusting an adventure to a party of a slightly different level than what was intended. To make an adventure a challenge for a party that is one level higher than that intended for the adventure, build the encounter as if there is 1 more PC than there actually is. The only real downside with having that many people at the table and scaling up the bad guys to keep a similar challenge was that encounters would take longer.</p><p></p><p>In the end the final chapter was played at PC level "20+". They were able to each choose an ASI, feat, or epic boon from the DMG for the final chapter. There were some crazy battles (ancient vampiric silver dragon high priestess with her erinyes bodyguards, level 20 oathbreaker with her kyuss knight bodyguards, level 20 rogue that stole the wizard's <em>staff of the magi</em>), and it was a lot of fun.</p><p></p><p>The biggest thing I would say is that high-level play is something that works best with a group that has been playing and developing those characters for a while rather than just jumping in at level 17 or 20. The players have time to learn how the abilities all work together, and the DM learns how much damage the PCs can really take. With the small changes from level to level vs jumping in at the high-levels, the DM and players can adjust to the changes.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7496272, member: 6776887"] High-level play worked really well for me and my table. I converted all of the 3.5 Age of Worms AP to 5e. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254[/url] What surprised me was how well the monster-building and encounter-building guidelines from the DMG worked despite them being just numbers in a table. All the creatures I made (or modified from the MM) were built with the DMG guidelines and fit with the high-level abilities of the PCs. I also generally had larger groups (5-8) at my table with little knowledge ahead of time as to how many there would be. I modified the encounter building guidelines so that the sudden changes in encounter XP multiplier were smoothed out and placed that in a spreadsheet. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186[/url] This allowed me to adjust the encounter on the fly to keep roughly the same difficulty regardless of how many PCs (or even NPC allies) I had that day. It also works for adjusting an adventure to a party of a slightly different level than what was intended. To make an adventure a challenge for a party that is one level higher than that intended for the adventure, build the encounter as if there is 1 more PC than there actually is. The only real downside with having that many people at the table and scaling up the bad guys to keep a similar challenge was that encounters would take longer. In the end the final chapter was played at PC level "20+". They were able to each choose an ASI, feat, or epic boon from the DMG for the final chapter. There were some crazy battles (ancient vampiric silver dragon high priestess with her erinyes bodyguards, level 20 oathbreaker with her kyuss knight bodyguards, level 20 rogue that stole the wizard's [I]staff of the magi[/I][I][/I]), and it was a lot of fun. The biggest thing I would say is that high-level play is something that works best with a group that has been playing and developing those characters for a while rather than just jumping in at level 17 or 20. The players have time to learn how the abilities all work together, and the DM learns how much damage the PCs can really take. With the small changes from level to level vs jumping in at the high-levels, the DM and players can adjust to the changes. [/QUOTE]
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