D&D 5E Thoughts On How To Do High Level Adventures.

Zardnaar

Legend
The recent thread on if WotC will do a high level adventure got me thinking. Over the years I have run a few for various editions and/or designed my own. A few of them have turned up in Dungeon Magazine all the way back in 1E through to the Savage Tide AP in the dying days of 3.5/Dungeon in print. I have around 400 D&D items to play with + retroclones. The problems with high level D&D are numerous and mostly they boil down to power creep and this is also true in 5E (and in 4E, and 3E, and AD&D etc). One book that has aged well in this regard is the High Level Campaign book form 2E.

http://www.rpgnow.com/product/16866/Dungeon-Masters-Options-HighLevel-Campaigns?it=1

Generally magic gets the blame and its true that is one isse but in 5E you have high level fighters potentially action surging for 7-9 attacks a round and even in AD&D I have seen a high level fighter kill a Marilith, Lich and Dragon in 3 rounds more or less solo (Bracers of the Blinding strike+ 14th level fighter+ weapon specialisation). 4E tried solving the problem in a different way but created new problems in terms of combat length.

Inexperienced DMs often throw more and more bodies at adventurers which can work but often feeds them to AoE abilities and can overwhelm them and/or turn combat into a chore/grind. The Monster Manual also does not have a large amount of higher CR critters either. Personally I would recommend buying the Tome of Beasts from the Kobolds, the 2E High Level Campaign PDF.

5E also does not handle high level play that well IMHO. Its easier to run but IDK if the game actually runs that much better than say 3E and I would argue that it runs worse than AD&D and definitely worse than BECMI or at least the B/X and BEC part of it. If you played 3E like AD&D its similar. Problems with high level 5E include the CR system being a bit wonky, some spells, nova ability on some classes, combos, the -5/+10 feats, the saving throw system and the high caster level+low CR numbers of NPC spellcasters. For example NPCs that can lob fireball and lightning bolt starts at CR 3 and CR12 included NPCs that can cast as level 18 casters and have access to foresight. Stick Foresight on something like a Giant or other brute and throw that at the PCs or have a banishment spell used in a level 7+ spell slot for some fun and games. Other problems are reasonably static ACs for the PCs, 20 AC might be good but a few thing in the MM have +12 or more to hit, if you give the PCs +3 armor then you obsolete lower CR critters that will start to struggle to hit.

Anyway here are some things you can do.
1. Limit the magic items. It is reasonable for high level PCs to waltz around in magical armor+weapon+ a few other items and the WotC APs support this. +1 equipment RAW can turn up level 1+, +2 level 5 and +3 level 11+. However you do not have to make it the best equipment available (generally greataxes/swords, rapier, longswords, longbows, hand crossbows, polearms). A +3 suit of chainmail for example AC wise is equivalent to +1 plate so perhaps it can make you resistant to necrotic or fire damage as an additional property. A PC with the Great Weapon Master feat might have to settle for using a longsword 2 handed on occasion. A PC using the sharpshooter feat might have to make do with a magical shortbow or have a limited amount of magical arrows. Its a fine line to walk just be aware if you enable the power gamers don't be to surprised if you have trouble running games. FOr example if you hand out a +3 pole arm and Girdle of Giant strength (24) and one of your PCs has Polearm Master+ Great Weapon Master combo don't be to surprised of you see them action surging for 7 atacks a round and +20 damage from level 11+. If you want PCs getting +20 damage per attack then its fine.

2. Change the Focus

Designing high level combats can be difficult. You can focus more on the exploration and social pillar. IN old D&D for example high level fighter lead armies into battle where personal combat power doesn't matter as much. Give xp for exploring hexes and instead of exploring the Isle of Dread you can explore a layer of the Abyss.

3. Environmental hazards.
The classics are fire and water. OSR Dungeons often had a pool of water which present a drowning hazard or at least difficult terrain. Magma (White PLume Mountain, Princes of the Apocalypse etc) or steam vents (B5 Horror on the Hill) is also another option. At higher levels of course you can have pit traps into the magma and you can put things like Fire Elementals or red dragons in the lava or nearby. Out of the Ashes (Dungeon 17) had the adventure in a giant crystal floating over a magma lake. Nemesis (Dungeon 60) had an ocean of poison on an Abyssal plane (type E save or die, if you make it 20 damage).

4. Instant Death
5E doesn't use instant death as such but it has jacked up the damage on some critters. I have used instant death effect poison for example but it only reduces you to 0 hit points. A few things like Power Word Kill are still in the game though. Falling into lava is still unpleasant. Have NPCs strike fallen PCs or have zone effects dealing damage or spells like flaming shpere to drive home the danger to PCs on 0 hp.

5. Traps
Combat may not work so well in 5E but traps make a nice diversion. See Tomb of Horrors for a trap themed adventure. For the higher levels you can also use overlapping traps. For example a favourite of mine is in Labyrinth of Madness. A teap there in 5E terms has a glyph of warding on a ladder that deals 16d6 damage, if you take more than 20 damage make a DC 30 athletics check or fall 80' (another 8d6) damage. You fall onto another trap that triggers power word kill and if it kills you animates the body as a Zombie.

6. Monster Combos.

You can always throw more mooks at the PCs or design smarter encounters. Several fire giants with a couple of flameskulls for example makes things a bit harder for PCs. 4 assassins and a pair of cleric type NPCs with access to hold person is another. The hold person spells paralyse PCs enabling both sneak attacks, advantage to hit and a free critical for double damage- 10d6+14d6 poison +3. Feel free to add a race onto NPCs- 4 Drow assassins +2 priestess of Lolth + hold person. Monster combinations ideally should make some amount of sense or be plausibly tied to the story if they are a little odd. Energy drain+ paralysis is also interesting.

7. Use Spellcasters
Obvious ones here but spell casters get AoEs and ways to bypass hit points and AC. War Rafts of Cron (BECMI, levels 8-12) hits the PCs with 4 triton spellcasters riding seahorses in an aquatic encounter. Each wizard can cast lightning bolt. Spellcasters capable of casting fireball and lightning bolt start at CR 3 in 5E so using 4 of them does not add that much to an encounter, at least in terms of the challenge creation rules. Flameskulls are CR 4. Most low CR stuff won't last long anyway so may as well get a nova strike out of them. Even using counterspell is annoying.

8. Location location location.

One can add environmental effects to various locations such as volcanoes, but this is more about the location itself. At a basic level you can do things like have combat on cliff faces and ledges. You can also use magical wards that reduce the effectiveness of things like fire, teleport, divination etc.

9. Don't be afraid to kill the PCs.
Death has never really been a career ending deal in high level D&D games. In 5E the effects of death have mostly been mitigated relative to older D&D. No loss of level or permanent reduction to con score. 5E is kinda easy mode where death is concerned. Be a bit more brutal/ruthless than you normally would even if you are using the same critters.

10. All of the above.
Mix and match any of the ideas above. 5E characters are fairly resilient at higher levels.
 

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Tony Vargas

Legend
The recent thread on if WotC will do a high level adventure got me thinking. Over the years I have run a few for various editions...The problems with high level D&D are numerous and mostly they boil down to power creep and this is also true in 5E (and in 4E, and 3E, and AD&D etc). One book that has aged well in this regard is the High Level Campaign book form 2E.
Right off, you're putting preference ahead of reality, Zard. No, as much as you may love it, 2e did not handle high-level any better than 1e before it nor 3e after, let alone 4e or 5e.

Generally magic gets the blame and its true that is one isse but in 5E you have high level fighters potentially action surging for 7-9 attacks a round
Kinda like 2e, that way, really. Multiple attacks and haste/speed effects and static damage bonuses and, wow, the DPR snowballs. But magic (both spells and items) really do make mere damage pall by comparison, with just the sheer arbitrary game-breaking stuff they can just make happen.

4E tried solving the problem in a different way but created new problems in terms of combat length.
Getting away from 3e rocket tag was as much a goal of 4e as getting away from 'slow' combats became a 5e goal. If ever there was an example of a pendulum swinging... ;) But it was not really related to handling high-level games, it was more, well, getting away from rocket-tag and 'static' combats. If we did want to take 4e high-level playability to heart we could, it wouldn't necessarily mean having slow combats again, it probably would mean 'nerfing' casters to a tremendous degree, though, FWTW, and be beyond the scope of any reasonable 5e variant. :shrug:

5E also does not handle high level play that well IMHO. ... Problems with high level 5E include the CR system being a bit wonky
A problem at all levels, really, but probably worst at very low and high ones.
nova ability on some classes
almost all classes
, spells, combos, the -5/+10 feats,
the afore-mentioned 'power creep,' yes.
the saving throw system
There is that. In AD&D, saves got better as you leveled across the board. For some reason 3.0 thought it would be good for one or two of your saves to stay just terrible forever, so you had no chance in heck of making one of those saves at high level, especially since it also linked the DC to caster stat & spell level. Wow. (One of your non-AC defenses was gauranteed to lag in 4e, too, though that wasn't nearly the same magnitude of vulnerability, even the high-watermark of D&D balance couldn't get it as right as old AD&D did back in the day, in that regard.) 5e rolled with that, but doubled the number of saves, you have four 'bad' saves just languising, with no prof bonus and little hope of a stat bump, while DCs climb steadily (more or less tracking the 8 + stat + prof formula of casters). That's really kinda a dismal record for the WotC era of the game.

and the high caster level+low CR numbers of NPC spellcasters. For example NPCs that can lob fireball and lightning bolt starts at CR 3 and CR12 included NPCs that can cast as level 18 casters and have access to foresight.
Sure, and that could be a serious problem, if the DM played them with maximum system mastery and malice.

1. Limit the magic items.
The supposed default assumption of 5e, and possibly a bad idea if you have any PCs that are lagging the others at high level. Magic items can be a great way to bring a languishing PC up to snuff.

2. Change the Focus

Designing high level combats can be difficult. You can focus more on the exploration and social pillar. IN old D&D for example high level fighter lead armies into battle where personal combat power doesn't matter as much. Give xp for exploring hexes and instead of exploring the Isle of Dread you can explore a layer of the Abyss.
A fair dodge, now as it was then. There just aren't a lot of rules to the other two pillars, so such adventures end up being a fair amount of setting high DCs for skill checks, spells (even mere rituals) being used 'creatively' to solve various non-combat challenges, and just plain DM judgement.

One problem with mostly side-lining combat like that is that you sideline any more combat-oriented/less-flexible PCs (the full neo-Vancian casters and, when Expertise can be brought to bear, the Rogue & Bard, will tend to dominate). The other is that less frequent combats mean combats get nova'd in a big way.

3. Environmental hazards.
Tend to be either trivialized by magic (items or spells) or else a hard stop or party split. We need to go under water? Either provide spells/items so everyone can breath or don't take everyone or don't go. Not wonderful.

4. Instant Death
5E doesn't use instant death as such but it has jacked up the damage on some critters.
Which is fine, really. In AD&D, instant death was always a thing, but so were saves vs that instant death you were unlikely to fail, and ways to come back to life. :shrug:

5. Traps
Combat may not work so well in 5E but traps make a nice diversion. See Tomb of Horrors for a trap themed adventure.
See Tomb of Horrors for an object lesson in not-all-dungeons-are-worth-exploring. Or watch War Games ("the only way to win is not to play.."). ;P

6. Monster Combos.

You can always throw more mooks at the PCs or design smarter encounters.
Works to up difficulty at almost any level, really. The higher the level, the more an AE can sweep away numerical superiority or 'creative spell use' undermine some clever combo, though.

7. Use Spellcasters
Obvious
Yes.

8. Location location location.

One can add environmental effects to various locations such as volcanoes, but this is more about the location itself. At a basic level you can do things like have combat on cliff faces and ledges. You can also use magical wards that reduce the effectiveness of things like fire, teleport, divination etc.
Nod. Monkeywrenching the things players have gotten used to is a classic thing to resort to. A crazy environment can always add some interest, but you might want to make sure it won't leave some of the party just sitting the whole thing out...

9. Don't be afraid to kill the PCs.
Death has never really been a career ending deal in high level D&D games.
They'll just come back.



Of course, you could just not run high levels. You can get a pretty great campaign out of levels 3-12 or there'bouts, so just start a new campaign when the cracks start to show. Advance the campaign world a generation or few and the old party become heroes of legend.
 

Zardnaar

Legend
Right off, you're putting preference ahead of reality, Zard. No, as much as you may love it, 2e did not handle high-level any better than 1e before it nor 3e after, let alone 4e or 5e.

Kinda like 2e, that way, really. Multiple attacks and haste/speed effects and static damage bonuses and, wow, the DPR snowballs. But magic (both spells and items) really do make mere damage pall by comparison, with just the sheer arbitrary game-breaking stuff they can just make happen.

Getting away from 3e rocket tag was as much a goal of 4e as getting away from 'slow' combats became a 5e goal. If ever there was an example of a pendulum swinging... ;) But it was not really related to handling high-level games, it was more, well, getting away from rocket-tag and 'static' combats. If we did want to take 4e high-level playability to heart we could, it wouldn't necessarily mean having slow combats again, it probably would mean 'nerfing' casters to a tremendous degree, though, FWTW, and be beyond the scope of any reasonable 5e variant. :shrug:

A problem at all levels, really, but probably worst at very low and high ones. almost all classes the afore-mentioned 'power creep,' yes. There is that. In AD&D, saves got better as you leveled across the board. For some reason 3.0 thought it would be good for one or two of your saves to stay just terrible forever, so you had no chance in heck of making one of those saves at high level, especially since it also linked the DC to caster stat & spell level. Wow. (One of your non-AC defenses was gauranteed to lag in 4e, too, though that wasn't nearly the same magnitude of vulnerability, even the high-watermark of D&D balance couldn't get it as right as old AD&D did back in the day, in that regard.) 5e rolled with that, but doubled the number of saves, you have four 'bad' saves just languising, with no prof bonus and little hope of a stat bump, while DCs climb steadily (more or less tracking the 8 + stat + prof formula of casters). That's really kinda a dismal record for the WotC era of the game.

Sure, and that could be a serious problem, if the DM played them with maximum system mastery and malice.

The supposed default assumption of 5e, and possibly a bad idea if you have any PCs that are lagging the others at high level. Magic items can be a great way to bring a languishing PC up to snuff.

A fair dodge, now as it was then. There just aren't a lot of rules to the other two pillars, so such adventures end up being a fair amount of setting high DCs for skill checks, spells (even mere rituals) being used 'creatively' to solve various non-combat challenges, and just plain DM judgement.

One problem with mostly side-lining combat like that is that you sideline any more combat-oriented/less-flexible PCs (the full neo-Vancian casters and, when Expertise can be brought to bear, the Rogue & Bard, will tend to dominate). The other is that less frequent combats mean combats get nova'd in a big way.

Tend to be either trivialized by magic (items or spells) or else a hard stop or party split. We need to go under water? Either provide spells/items so everyone can breath or don't take everyone or don't go. Not wonderful.

Which is fine, really. In AD&D, instant death was always a thing, but so were saves vs that instant death you were unlikely to fail, and ways to come back to life. :shrug:

See Tomb of Horrors for an object lesson in not-all-dungeons-are-worth-exploring. Or watch War Games ("the only way to win is not to play.."). ;P

Works to up difficulty at almost any level, really. The higher the level, the more an AE can sweep away numerical superiority or 'creative spell use' undermine some clever combo, though.

Yes.

Nod. Monkeywrenching the things players have gotten used to is a classic thing to resort to. A crazy environment can always add some interest, but you might want to make sure it won't leave some of the party just sitting the whole thing out...

They'll just come back.



Of course, you could just not run high levels. You can get a pretty great campaign out of levels 3-12 or there'bouts, so just start a new campaign when the cracks start to show. Advance the campaign world a generation or few and the old party become heroes of legend.

2E nerfed most of the classes, buffed theMM monsters, made MR a static number and nerfed most of the damage dealing spells to things like 5 missiles for MM and 10d6 for FB/LB. Fighters, Paladins, Rangers all were nerfed as well. It gains about 2-4 levels over 1E before things start to fall apart.

4E did not fall apart as such more come to a grinding halt. We made it to level 7, got enough xp to hit 8 and gave up due to boredom/not really liking it. 3E may have been broken but at least it wasn't boring to the point we did not want to play it. When we did eventually burn out we went back to OSR games.

As another poster said though if you really want to break 5E combine the -5/+10 feats with spells like haste, greater invisibility, foresight.
 
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hastur_nz

First Post
I've DM'd 3.5 to level 23, 4e to level 30+, and 5e to level 22 or thereabouts, i.e. every one of them I've run up to the top-end of the chart, maybe a little over with Epic add-ons. I certainly never got anywhere near that in my AD&D or 2E days.

Anything is possible. But it's not easy, the higher you get the harder it is for the DM to keep things flowing and interesting enough. Certainly I've only ever used pre-published Adventure Paths for these campaigns, all 3.5 rules in fact, as that gives me most of the "plot" and I mainly have to adjust and/or convert monster stats, traps, and so on. As you get more into the Epic Tier, the harder it gets to keep things flowing and challenging, but it is possible. It's just quite a lot of work. To be honest, the one I think worked the best was Savage Tide, I ran it in Eberron and under 4e rules, and everything seemed quite sensible and made sense in the 4e world right down to the three tiers of play. But it was increasingly difficult to run, and I had to go further and further away from the published rules to keep it flowing and keep it interesting - Paragon Tier was a real power-up but didn't slow down too much; Epic Tier got crazy so I could throw down all kinds of crazy demonic foes with abyssal terrain effects and so on to try and slow down the virtually un-killable PC's.

And that's why pre-published material these days doesn't go that high in levels - not only is it hard to come up with cool plots that work for Epic level tier PC's, it's just too hard to publish something for Epic Tier PC's that can hit the sweet spot of difficulty, as every group of players and their PC's will be vastly different by the time they get that high in level, so the DM has to do a lot of work to make it workable.

So... for 5e, yes the suggestions here are all good. I found the endgame of 5e to be similar to 4e, but not as bad. To make it work, I had to...

Forget whatever the rules say in terms of monster stats, encounters etc, and just run with my gut.

Give monsters better saves, harder DC's, better AC, etc - don't make them unbeatable, but make them vaguely similar to PC's (the monster manual etc ones are not).

Borrow from 4e Solo ideas, and make your 'boss monsters' way cooler and tougher.

Think big - for example in Age of Worms (which I ran twice; 3.5 and 5e), a city of giants is invaded by a hoarde of dragons, and the PC's are caught in the middle - and that's only about 3/4 of the way to the end-game!

If slowness gets too much, I usually move to Average Damage, for DM as well as Players, and get people to pre-calculate it. That certainly saves loads of time wasted on counting, rolling, and adding up handfulls of dice.
 
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werecorpse

Adventurer
I haven't run high level 5e, I have run campaigns from 1st to high level in 1e ( 2 to 18th) & 3/3.5e (3 to 16th, 1 to 20th) and one of the things I am looking forward to in 5e is a better high level experience. I don't allow -5/+10 feats so the main thing I'm focussing on is heavily limiting permanent magic items, especially those that give +'s such as AC boosts, slightly improving non proficient saving throws and giving monsters more abilities drawn from earlier editions.
 

I personally don't have a problem with high level play in 5E, but I know many people do. Anyway...

I appreciate the effort of this thread. But have to say I don't think you help a great deal. You seem to fall into the same mentality that I have found ropes etc.myself in many times, reverting to OD&D and AD&D tropes.

Just as an example, a pool of water is not a hazard to a 1st level character in 5E according to RAW. Not by itself since swimming is automatic unless their is a current, rocks, etc. I only pull this out to indicate your tendency to revert to an older mindset.

A lot of what you say can help, but I think you have failed to precisely or concisely get there. But, as I said, I appreciate the effort.
 

IMO, high-level adventures should be about doing all the cool stuff that you would have wanted to do at lower levels, but wouldn't have survived. Interplanetary invasions (Horatio at the Bridge!), stealing silver swords from the githyanki, betraying Borys the Dragon, etc.
 

Mephista

Adventurer
I've said it elsewhere, I'll say it again. I think the best answer to high level play is to go kick the PCs into the Planes. Crazy terrain challeges, powerful fiends and celestials and elementals, socially powerful figures to word fence with, and more.

Hells, there are plenty of people who claim that you should never go into these planes with low or mid level characters in the first place!
 

Shiroiken

Legend
High level play has always been tricky. I've ran a high level 1E game (finally stopped at about level 30 where I set up an epic for the PCs to become Immortals), and had some problems, but a lot of those were due to the fact that we were in high school (i.e. not really mature and experienced enough). I played in a moderately high level 2E FR game (went to about level 14-15) and had a few problems, even with an experienced DM. 3E generally fell apart after level 12, as I witnessed four campaigns fly off the rails once level 13 was reached. I played in a high level 4E game, and it didn't have many more problems than lower levels (other than the fact that it FELT the exact same as lower levels), so this was probably the best edition IME for higher level play.

I just finished a campaign that ended at level 17 (well, 18 after the final adventure), and I didn't have too many problems. The biggest problem I had was the sharpshooter fighter, who was made worse by the magic bow I game him (Radiant Bow, +2 Attack and Damage, deals 2d6+Dex modifier Radiant damage per hit), but it wasn't really that bad. The next biggest problem was Teleportation, but that wasn't a problem for the last few levels because they were in the Underoerth (Underdark) and the Abyss, where Teleportation was risky. The barbarian and paladin using great weapon master were dealing out huge amounts of melee damage, as the sorceress was dropping fireballs like they were candy, but I never felt that the combats were meaningless (FYI, I ignore the encounter building guidelines as a rule).

I think that the guidelines in the OP can work to make things manageable, but I know that high level play requires the DM to plan around what the party can (and can't) do. This makes high level published adventures harder to do, since it can't really assume the proper power level of the party.
 

Quickleaf

Legend
IMO, high-level adventures should be about doing all the cool stuff that you would have wanted to do at lower levels, but wouldn't have survived. Interplanetary invasions (Horatio at the Bridge!), stealing silver swords from the githyanki, betraying Borys the Dragon, etc.

I've only recently begun exploring high-level play, and I'm 36 and have been playing D&D for ~28 years. So I'm definitely learning here, not as experienced as many of you like [MENTION=6787650]Hemlock[/MENTION] [MENTION=26685]shir[/MENTION]oikin [MENTION=996]Tony Vargas[/MENTION] and [MENTION=6716779]Zardnaar[/MENTION] :)

What I've noticed is that if I were to pick up a module that was billed as high-level (e.g. Lich Queen's Beloved or Labyrinth of Madness), there'd be little to no advice specifically toward DMing for high-level PCs. The adventures are pretty much presented the same as they were at lower levels. I think that's a slight mistake.

What distinguishes high-level play (in 5e specifically), AFAICT, are four things:

  1. Lots of campaign/game history/world-building, making each gaming group more individualized.
  2. High-level spells completely circumventing certain challenges.
  3. The party's force multiplier increases due to more synchronistic class features & player experience.
  4. Experienced players who are hungry for new twists & surprises (mechanically and narratively).

I'm slowly penning a high-level D&D adventure for my game group (and hopefully for publication), and I've tried to use those four distinguishing elements in my design...

  1. Because a high-level group is more individualized, it's important that the adventure include notes on adapting it. Not just in terms of level/# PCs/magic items & feats, but also in terms of story. Especially in terms of story. There should be multiple suggestions a DM can choose from to help integrate the adventure into his or her ongoing campaign.
  2. Notes about high-level spells (or class features) that could be disruptive, and how the adventure accommodates those spells. A simple example would be a compound of mages with forbiddance cast on key rooms, thus preventing entry via teleportation magic as long as the forbiddance remains in place.
  3. Due to the high-level party's force multiplier, when they have challenging combats, those combats need to bring the challenge. To this end, the adventure probably will need some new high CR monsters (as well as developing their tactics and terrain synergies) and devious combat encounter design.
  4. Lastly, the high-level adventure should present some kind of unexpected narrative twist as well as some kind of fun new rules (these don't have to be a sub-system, something like an especially scary disease would work fine).

I'm continuing to take notes as I learn more about high-level play...
 

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