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  1. Mort

    D&D General Tier 2 and 3 combats

    Make sure the party can't always dictate the pace of play. This means, especially, putting them in situations where they cannot rest after every encounter. Situations like waves of bad guys, or where the bad guys are the ones pursuing the party are obvious examples.
  2. Mort

    D&D 5E (2014) No One Plays High Level?

    Keep in mind @MNblockhead also mentioned that the Wish ALSO significantly increased the area covered by the spell (Which must have been pretty big to be over the 40,000 square feet already allowed, or maybe it was also covering a big height). That kind of "extra" could also justify the "special...
  3. Mort

    D&D 5E (2014) No One Plays High Level?

    Reminding everyone about the d4, reminding everyone that bless (which was also up) is different and applies differently. The extra movement dynamic, especially figuring out who best to take any given damage. The consternation when I took the damage for the sorcerer (I had a ton more hit...
  4. Mort

    D&D 5E (2014) No One Plays High Level?

    You want to see combat grind to a halt. Try running a few high level combats (of any complexity) with a Peace domain cleric! Wow, that was painful and I wasn't even DMing!
  5. Mort

    D&D General Wishing Away The Adventure

    I agree with @MarkB that that's not a huge concern when the areas and hazards are exactly where the party is expected to be. That said, if it really is a major concern? Bring back the old restriction (3e and prior): Areas of strong physical or magical energies may make teleportation more...
  6. Mort

    D&D General Wishing Away The Adventure

    PF1 is essential 3.5 with a (very) few tweeks. I ran 3.5 at 20th and it was ROUGH, I was exhausted when the campaign concluded. Of course I was running a weekly homebrew, a module that was expressly for that level, if done right (not easy), might make things quite a bit easier.
  7. Mort

    D&D General Wishing Away The Adventure

    The first season of Altered Carbon (Netflix, or read the even better book) has a great take on this. Murder mystery where the client essentially can't die - but there is some missing time when he was "killed" and he wants to know who did it.
  8. Mort

    D&D General Wishing Away The Adventure

    IMO, D&D does that WELL before high level play, and it's an issue with the game long before then(there are plenty of contentious threads on this). If your issue is Magic trivializes certain challenges and is unfair to martials outside of combat? You'll get no argument from me (though there are...
  9. Mort

    D&D General Wishing Away The Adventure

    Flying ships carry stuff and can carry the loot you pick up along the way. Porting from site to site can be pretty limiting that way. Not to mention, Teleport isn't fool proof (and is actually pretty wonky sometimes. A surefire physical solution (such as a flying ship or whatever) is much more...
  10. Mort

    D&D General Wishing Away The Adventure

    Presumably "traditional" travel adventures have been done by 13th or so level. Time to change things up a bit! Says who? Have you looked at speak with dead? There are a lot of issues with it. It WILL NOT be an instant mystery solver. And most of the other ones, like legend lore? They are a...
  11. Mort

    D&D General Wishing Away The Adventure

    Exactly. The group has already had 12ish levels of the "the journey being the adventure..." Or started at a higher level BECAUSE they want a different experience.
  12. Mort

    D&D General Wishing Away The Adventure

    Or just make it what the spell says - an actual illusion (maybe a good one), Not a spell casting super golem. It's actually one of the few spells (I can think of) that's strictly BETTER than the 3e version (which only had 50% of the level and abilities of the creature duplicated)! Heck, I...
  13. Mort

    D&D General Wishing Away The Adventure

    I was a bit off on the wish consequences (later post) but, yeah, having simulacrum essentially be a wish proxy is both a great idea - and seems like a total abuse.
  14. Mort

    D&D General Wishing Away The Adventure

    I was a player in this one. The DM was WAY to patient.
  15. Mort

    D&D General Wishing Away The Adventure

    All that really does is eliminate the travel time, two weeks, 6 seconds, the adventure isn't really changed - the PCs arrive at the destination. If the adventure was supposed to be the journey? Presumably, the PCs have spent the prior levels traveling the old fashioned way (or a bit better as...
  16. Mort

    D&D General Wishing Away The Adventure

    It's just a recognition that the game changes at high level. If regular joes kidnap the PCs friend, they get what they get. If people prepared for the PCs do that - it's a bit of a different story. But yes you generally have 2 options when dealing with high level play. Ban any offending spells...
  17. Mort

    D&D General Wishing Away The Adventure

    Which is why I said not allowing the party to always dictate the pace of play is essential. They teleport, rest and then bust in on the BBEG who has had 8 extra HOURS to prepare or, more likely, has moved. The key is to make sure the PCs see teleport as a convenience not as a game buster.
  18. Mort

    D&D General Wishing Away The Adventure

    Presumably the kidnappers know they're messing with high level individuals (and if not, what happens next, well happens next). There are ways to foil scrying - cast non-detection on the area you're kidnap victim is in - for example. Standard, no - but when dealing with an archmage? yeah, probably.
  19. Mort

    D&D General Wishing Away The Adventure

    But again, only if you know where you are going. If you don't those magical mounts, flying ships etc. - still very useful. And even if you do know where you are going, it drains a fairly high level resource. a PC will get 1 7th level spell, using it to get somewhere, means you don't have it...
  20. Mort

    D&D General Wishing Away The Adventure

    It's been mentioned several times how teleport can ruin an exploration challenge, which is confusing to me. If it's the lower level (5th) teleportation circle - you can ONLY get to very specific places AND you have to know their coordinates. So it might be a bit of a time saver, but it...
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