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A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="Retreater" data-source="post: 8958136" data-attributes="member: 42040"><p>Thanks for all the advice so far. I truly appreciate it. I'm not intending to ignore or disregard any ideas - I'm just trying to process everything and find a solution that doesn't come across as me being salty about my players. I'm really trying to make this a fun, challenging experience.</p><p>I am using Level Up when I can. I'm unsure of how to convert the existing original monsters to that power level. Increasing HP, damage, etc, is a good way. Environmental effects, adding minions, etc, also good ideas. </p><p>Taking away items or finding ways to counter them is also a good idea - for example, using flying enemies or shorter ceilings to counter Reverse Gravity. </p><p>They got a lot of treasure from the previous adventure, true. I was intending the campaign to wrap up shortly after that - just let them play one high level adventure with their new "toys." Since then, they wanted to stick with their characters, and I'm left wondering how to keep ramping up the challenge. They're only 6th level, and I'll be getting to the point soon when I can't keep adapting to the number of characters, the magic items, etc. </p><p>So I pulled out the highest level and most dangerous adventure in my collection, and it's barely a speedbump.</p><p>We used the prices from Level Up. They were loaded with coin - and even more since starting Necropolis. They got to buy whatever they wanted. It was easier for me to give them the range of the A5E tools site than to personally look through everything hundreds of thousands of gold could purchase for seven players (5 teenagers). And that's not good for the longevity of a campaign - and that's on me. However, I didn't expect it to get this wild and didn't expect it to be lasting long.</p><p>So yeah, I'm just trying to figure out how to make it fun for the short term, and then wrap it up.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8958136, member: 42040"] Thanks for all the advice so far. I truly appreciate it. I'm not intending to ignore or disregard any ideas - I'm just trying to process everything and find a solution that doesn't come across as me being salty about my players. I'm really trying to make this a fun, challenging experience. I am using Level Up when I can. I'm unsure of how to convert the existing original monsters to that power level. Increasing HP, damage, etc, is a good way. Environmental effects, adding minions, etc, also good ideas. Taking away items or finding ways to counter them is also a good idea - for example, using flying enemies or shorter ceilings to counter Reverse Gravity. They got a lot of treasure from the previous adventure, true. I was intending the campaign to wrap up shortly after that - just let them play one high level adventure with their new "toys." Since then, they wanted to stick with their characters, and I'm left wondering how to keep ramping up the challenge. They're only 6th level, and I'll be getting to the point soon when I can't keep adapting to the number of characters, the magic items, etc. So I pulled out the highest level and most dangerous adventure in my collection, and it's barely a speedbump. We used the prices from Level Up. They were loaded with coin - and even more since starting Necropolis. They got to buy whatever they wanted. It was easier for me to give them the range of the A5E tools site than to personally look through everything hundreds of thousands of gold could purchase for seven players (5 teenagers). And that's not good for the longevity of a campaign - and that's on me. However, I didn't expect it to get this wild and didn't expect it to be lasting long. So yeah, I'm just trying to figure out how to make it fun for the short term, and then wrap it up. [/QUOTE]
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