S
Sunseeker
Guest
I have a campaign running atm, and we do fairly long sessions (last one was almost 12 hours). So far in about 3 sessions (each about 10-14 hours) we've made it from level 1 to level 16. Yes that does seem kinda fast doesn't it? Well I went back through and with my roughly calculated CRs, random events pulled straight from the book (including a nearly lethal fight against an ancient silver dragon who, although not played smartly, was using my "Feral Dragon" template and dealt double damage), the XP actually lines up. I was a little surprised at this, since I reward levels on the basis of completing in-game goals rather than simply killing stuff. Some of the fights were hard. Some of the fights were easy, depending on the type of monsters, their relative damage output and so on.
Anyway, this isn't a wholly bad thing. The general basis of the game is actually geared towards what the MMO world would call "end game content". That is the ancient dragon lords of the world are awakening from a relative slumber and they're all absurdly powerful, customized creatures who rank about on par with some prior editions demi-gods. Beyond that there are some actual gods in the world; and the intent is that the players will have the ability to support, fight or attempt to evade the return of these near-gods to the world.
So I'm not really concerned that my players are nearly "max" level. There are ways to continue on from there (multiclassing, effectively creating gestalt characters), as well as a custom advancement path allowing players to earn, steal and otherwise gain powers from these dragon lords beyond the limits of their humanoid forms. I guess essentially I'm running an Epic-Level game that uses the early levels to basically lay out of the plot and events that set this all in motion, and give the players some hand in shaping these events.
So I suppose my question is to you, what is your thoughts on high-level games? I do find I need to create a lot of content by hand, but on the same turn, I find that more appropriate than attempting to fit "by-the-book" monsters to a custom game. On the note of it being an epic-level game, does anyone know of any good 3PP material that adds "epic levels" to 5th edition? I wouldn't mind having some stuff available for when we inevitably reach that point. I really liked 4E's Epic Destinies, I was less a fan of 3rd's 21+ content.
Anyway, this isn't a wholly bad thing. The general basis of the game is actually geared towards what the MMO world would call "end game content". That is the ancient dragon lords of the world are awakening from a relative slumber and they're all absurdly powerful, customized creatures who rank about on par with some prior editions demi-gods. Beyond that there are some actual gods in the world; and the intent is that the players will have the ability to support, fight or attempt to evade the return of these near-gods to the world.
So I'm not really concerned that my players are nearly "max" level. There are ways to continue on from there (multiclassing, effectively creating gestalt characters), as well as a custom advancement path allowing players to earn, steal and otherwise gain powers from these dragon lords beyond the limits of their humanoid forms. I guess essentially I'm running an Epic-Level game that uses the early levels to basically lay out of the plot and events that set this all in motion, and give the players some hand in shaping these events.
So I suppose my question is to you, what is your thoughts on high-level games? I do find I need to create a lot of content by hand, but on the same turn, I find that more appropriate than attempting to fit "by-the-book" monsters to a custom game. On the note of it being an epic-level game, does anyone know of any good 3PP material that adds "epic levels" to 5th edition? I wouldn't mind having some stuff available for when we inevitably reach that point. I really liked 4E's Epic Destinies, I was less a fan of 3rd's 21+ content.