Back to my original post, the Epic levels I give are of my own creation. They give a unique ability tailored very specifically to each characters story//playstyle. They are pretty fun.
I've actually found avoiding +X weapons is the way to go. Weapons that add an extra one D6 damage (of a specific type), or that have other interesting abilities.
Id also rather be wielding 'Alachiel, Elven Holy great sword' that deals an extra d6 radiant damage, casts protection from evil three times per day, and has the finesse quality.'
It's a trick I've learnt from my own high-level campaigns. Avoid plus X items. It helps ensure bounded accuracy remains relevant even at high levels, plus these kind of items are more interesting than a +2 or three sword.
Completely agree. I have not confirmed, but my experience has given me two rules of thumb for high level play in 5e.
1) Your players can hit 100% of the time and kill on 100% of hits as long as their AC caps out at about 21(Plate Fighter with Shield and Defense style) without any resources spent.
2) If you still want to use the monster manual as is and don't want to spend 4 hours running massive battles you should also keep their accuracy to about +11 without any resources spent. They can still do as much damage as they want.
Basically, if you want run high level 5e, hold your players AC and To-Hit to the basics of the book and you can keep using the Monster Manual without much effort. If you go crazy with magic items (Like me) you will have to make better versions of monsters to keep challenging your players.
I took this lesson in my princes game, where I downgraded anything higher than +1 to a +1 (Except the elemental weapons themselves) and have given them armor and items that give them new options rather than just make them better at their normal job. It has worked wonderfully, in that I have the ability to make them fear if they get too uppity (It goes in waves of thinking they are hot




when they take down one prophet to getting spooked when they enter a new area.)
werecorpse said:
I'm interested in hearing about high level play experiences as I have plenty of high level 3e and pathfinder stuff to run but found that not enjoyable to run at high level.
I'm also interested to hear about what sort of magic items work well to not damage the play experience, or better yet which enhance it.
I'm hearing that +X ac items can have a negative impact and that a way to improve non proficient saves would be helpful. So how about a shield or boots that added to Dex saves, armor that added to con saves etc?
I get that adding to damage for a weapon doesn't unduly effect BA.
Any other things that have become apparent?
As for overall play experience high level has been a rocky ride for me as a DM. As it has gone on I have gotten better at figuring out how hard to make things, but it wasn't always that way. I erred on the side of too easy for a while, but once I realized how rare it was for them to need to spend hit dice I ramped everything up.
My biggest problems were giving out magic items like candy and increasing the attunement limit. I say problem and by that what I really mean is making more work for myself, the players love it, they get to use all their cool items and have super high numbers. For me what that means is I have several players with resistances and immunities.
My high level life lesions:
1) Do not let player AC get too high
2) Avoid immunities from items if you can, resistances are also annoying but not a huge problem.
3) Don't let them increase their accuracy too much, especially not on multiple fronts (+x items, stats over 20)
4) Don't be afraid to try to make things very hard to see what happens, they can almost certainly escape if they need to.
5) Goals other than kill everything make fights dynamic, if the only goal is kill everything it's not going to be too hard for the party to do that.
6) Attrition is still important, though for me personally I shorten the 6-8 to 3-4 and just make things very hard each time, don't be afraid, you probably won't kill them.
OB1 said:
You can take Resilient multiple times allowing you to cover all saves.
That is not true. The only feat right now that you can take multiple times is elemental adept. If your dm allows you to take it multiple times then you only have yourself to blame. But unlike previous editions there are not many ways of increasing your Maximum value for saving throws.