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Guest 7034872
Guest
Right now I'm running a 1st-through-20th-level campaign I wrote. We've a party of six full-on spell casters, all of whom are between L11 and L13 at this point. Your proposed solution is exactly what I'm using and I've found it necessary with my party: these guys are so off-the-wall but also so creative in their magic use that at least half the solutions they use are things of which I'd not dreamt. For each dilemma or "puzzle" I give them, I make sure I come up with at least three--usually five or six--distinct, well-defined solutions I can imagine working and how I'll have my NPCs and world react to each in case of success or in case of failure (lotta work, but this is what it takes). What so often happens next is they come up with something completely different, but I manage to react on the fly because I spent so much time thinking through all sorts of possibilities and likely reactions. Then I go back and re-write all sorts of stuff for next week's session. It's heavy work, but we're having a lot of fun.High level spell casters definitely change the game. If you have a party that is a monk, a barbarian, a bard and a rogue, that is going to present entirely different design challenges than a party that has a wizard, a cleric, a ranger and a warlock.
I think the design solution for this is to rely on situations and problems with multiple routes to success for the players, rather than specific "puzzles" that need specific solutions (in the form of spells or whatever).
What I cannot see but someone more experienced might see is how to accomplish all this without a ton of prep. If anyone who's done this a bunch has tips there, I'll be grateful.