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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Celtavian" data-source="post: 6835608" data-attributes="member: 5834"><p>Jubali looks at the wizard with an irritated gaze, "First, there is no slate to wipe clean. We are in your kingdom by choice. You are speaking to me in an impudent manner. If you continue to press this issue of wiping a slate you seem to be manufacturing, we will depart. We have plenty of other places we could be. So here are your choices. Bid us farewell, attempt to kill us, or speak to us as though you are speaking to another sovereign on behalf of your king, not as thought you are speaking to subjects or criminals. Do we understand each other?" She folds her hands and meets his gaze coldly. </p><p></p><p><strong>OOC:</strong> I don't plan to play subject to a king or assume these characters are implicated in any kind of crime. They're adventurers. They raid dungeons, temples, and other places far away from civilization for money and magic. That is likely how they reached lvl 13. They stay way from politics. They don't take crap off kings or nobles. They locate some off the radar hidden place unclaimed and unexplored that might have hidden treasure and explore it for personal gain. If this guy wants to hire us, he needs to do better. We need to know the reputation of this king. Does he pay his debts? Is he trustworthy? Is he known to backstab people that do him a service to avoid payment? As far as operating on a timetable, they don't have an interest in that given there are easier targets with more profit. </p><p></p><p>You want an example of high level play. Part of that example is dictating terms. High level characters are powerful enough that they can pick and choose opportunities according to their whim and timetables are fairly meaningless to them. I can <em>plane shift</em> at this level. Even if you tell me the world is going to be destroyed, I can simply leave to another world. That's how powerful high level characters are. That is why talk of time constraints by a DM seem to not take into account player capability at high level. Unless you manufacture a lot of artificial constraints, you need to understand that high level characters are beholden to no one but themselves.</p><p></p><p>I've played high level games a lot. I'm used to this type of play. Unless the players are on an adventure they've been on a long time, I generally let them dictate where they want to go at this level and what they want to do because they're just too powerful for me to force them anywhere without being a real jerk DM.</p><p></p><p>Suffice it to say, for a realistic example of high level play I'm not going to let you dictate terms to me. High level play means I'm at a level where I pick where I'm going and when. If you want to do encounters, we can do that. I'll show you high level characters in operation for general combat and see what you've done to effectively counter them. As far as roleplaying goes, I'm never going to let you press me into action at a pace other than what I dictate. It's not necessary at 13th level for high level adventurers whose power is such that holding onto it by staying alive is paramount.</p><p></p><p>If this is not acceptable, then we can stop here. </p><p></p><p></p><p></p><p></p><p>K.</p><p></p><p></p><p></p><p>Don't need it. Level 13 plus characters can claim land by force. Every level past makes it easier. Our parties generally take one of the lairs we've cleared adventuring and keep it as a base of operations. We usually secure it against scrying. We like highly secure lairs in places where armies can't march. We tend to look for neutral territories outside of highly trafficked territory. </p><p></p><p>I'm going to assume she's bored and visiting a kingdom that seemed interesting to wander into.</p><p></p><p></p><p></p><p>Are you going to allow us such modes of transportation? What kind of cash do we have at 13th level? Hopefully enough for spell components and a few extra spells.</p><p></p><p></p><p></p><p>The gnome wizard did not speak. It was Jubali, the female bard. The gnome chuckled at the end, since he is accustomed to her impertinence.</p><p></p><p></p><p></p><p></p><p></p><p>These characters would likely not enter a kingdom where there was a king that thought himself so important that he would murder people that insulted him. That sounds like an extremely lawful and uptight kingdom and a place this group would avoid, save perhaps the paladin? Because as I told you, we will be leaving and having nothing to do with arrogant kings that attempt to muscle us. We've been around long enough that muscling us is about worthless by 13th level.</p><p></p><p></p><p></p><p>This is the problem with starting at this point. By this level a 13th level party would know where they are going next. At that level you're dictating, not being dictated to. Who is this king? I need some background on the world. Is this <em>Forgotten Realms</em> or something similar?</p><p></p><p></p><p></p><p>Yep. Starting at 13th level is a bit out of bounds for me. By this level we've usually acquired a residence and set up our own fiefdom. We're not usually still answering kingly summons.</p><p></p><p></p><p></p><p>Should be interesting.</p><p></p><p></p><p>As a side note, the above is a mild form of roleplaying than what I'm accustomed to as a DM. When we played <em>Hoard of the Dragon Queen</em>, we never made it the Dragon Council because the party fighter tried to challenge the dragon council ambassador sent to us to a fight to the death. Recently in <em>Out of the Abyss</em> when a certain NPC to address the same player, he told him he would cut his tongue out. When we arrived in Gracklstugh, the half-orc fighter/rogue refused to bribe someone to enter and refused to answer any questions, so he camped outside the city and snuck in later. This same group played <em>Kingmaker</em>, built up their kingdom, then took over the original kingdom that sent them to claim it and started a war to take more land from the original place they came from. I had to do a lot of work on the fly as a DM as circumstances change. I always assume unless I really try to muscle them, they won't much listen and the adventure will end early or go in a different direction. One time I even played a gnome monk in charge of this party that took over the Underworld of a couple of cities. He didn't actually run them or take much cash, but when he showed up they did what he said because no one could much fight him. He was a monk-cleric. He wore gold chains and dressed in luxurious robes walking around like the man. Unfortunately, my DM got mad and sent some feinting demons with off the charts deception to kill him. It was a hit job because he got tired of running those characters, the bastard.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6835608, member: 5834"] Jubali looks at the wizard with an irritated gaze, "First, there is no slate to wipe clean. We are in your kingdom by choice. You are speaking to me in an impudent manner. If you continue to press this issue of wiping a slate you seem to be manufacturing, we will depart. We have plenty of other places we could be. So here are your choices. Bid us farewell, attempt to kill us, or speak to us as though you are speaking to another sovereign on behalf of your king, not as thought you are speaking to subjects or criminals. Do we understand each other?" She folds her hands and meets his gaze coldly. [b]OOC:[/b] I don't plan to play subject to a king or assume these characters are implicated in any kind of crime. They're adventurers. They raid dungeons, temples, and other places far away from civilization for money and magic. That is likely how they reached lvl 13. They stay way from politics. They don't take crap off kings or nobles. They locate some off the radar hidden place unclaimed and unexplored that might have hidden treasure and explore it for personal gain. If this guy wants to hire us, he needs to do better. We need to know the reputation of this king. Does he pay his debts? Is he trustworthy? Is he known to backstab people that do him a service to avoid payment? As far as operating on a timetable, they don't have an interest in that given there are easier targets with more profit. You want an example of high level play. Part of that example is dictating terms. High level characters are powerful enough that they can pick and choose opportunities according to their whim and timetables are fairly meaningless to them. I can [I]plane shift[/I] at this level. Even if you tell me the world is going to be destroyed, I can simply leave to another world. That's how powerful high level characters are. That is why talk of time constraints by a DM seem to not take into account player capability at high level. Unless you manufacture a lot of artificial constraints, you need to understand that high level characters are beholden to no one but themselves. I've played high level games a lot. I'm used to this type of play. Unless the players are on an adventure they've been on a long time, I generally let them dictate where they want to go at this level and what they want to do because they're just too powerful for me to force them anywhere without being a real jerk DM. Suffice it to say, for a realistic example of high level play I'm not going to let you dictate terms to me. High level play means I'm at a level where I pick where I'm going and when. If you want to do encounters, we can do that. I'll show you high level characters in operation for general combat and see what you've done to effectively counter them. As far as roleplaying goes, I'm never going to let you press me into action at a pace other than what I dictate. It's not necessary at 13th level for high level adventurers whose power is such that holding onto it by staying alive is paramount. If this is not acceptable, then we can stop here. K. Don't need it. Level 13 plus characters can claim land by force. Every level past makes it easier. Our parties generally take one of the lairs we've cleared adventuring and keep it as a base of operations. We usually secure it against scrying. We like highly secure lairs in places where armies can't march. We tend to look for neutral territories outside of highly trafficked territory. I'm going to assume she's bored and visiting a kingdom that seemed interesting to wander into. Are you going to allow us such modes of transportation? What kind of cash do we have at 13th level? Hopefully enough for spell components and a few extra spells. The gnome wizard did not speak. It was Jubali, the female bard. The gnome chuckled at the end, since he is accustomed to her impertinence. These characters would likely not enter a kingdom where there was a king that thought himself so important that he would murder people that insulted him. That sounds like an extremely lawful and uptight kingdom and a place this group would avoid, save perhaps the paladin? Because as I told you, we will be leaving and having nothing to do with arrogant kings that attempt to muscle us. We've been around long enough that muscling us is about worthless by 13th level. This is the problem with starting at this point. By this level a 13th level party would know where they are going next. At that level you're dictating, not being dictated to. Who is this king? I need some background on the world. Is this [I]Forgotten Realms[/I] or something similar? Yep. Starting at 13th level is a bit out of bounds for me. By this level we've usually acquired a residence and set up our own fiefdom. We're not usually still answering kingly summons. Should be interesting. As a side note, the above is a mild form of roleplaying than what I'm accustomed to as a DM. When we played [I]Hoard of the Dragon Queen[/I], we never made it the Dragon Council because the party fighter tried to challenge the dragon council ambassador sent to us to a fight to the death. Recently in [I]Out of the Abyss[/I] when a certain NPC to address the same player, he told him he would cut his tongue out. When we arrived in Gracklstugh, the half-orc fighter/rogue refused to bribe someone to enter and refused to answer any questions, so he camped outside the city and snuck in later. This same group played [I]Kingmaker[/I], built up their kingdom, then took over the original kingdom that sent them to claim it and started a war to take more land from the original place they came from. I had to do a lot of work on the fly as a DM as circumstances change. I always assume unless I really try to muscle them, they won't much listen and the adventure will end early or go in a different direction. One time I even played a gnome monk in charge of this party that took over the Underworld of a couple of cities. He didn't actually run them or take much cash, but when he showed up they did what he said because no one could much fight him. He was a monk-cleric. He wore gold chains and dressed in luxurious robes walking around like the man. Unfortunately, my DM got mad and sent some feinting demons with off the charts deception to kill him. It was a hit job because he got tired of running those characters, the bastard. [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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