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ACK! I Hate level 15!!
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<blockquote data-quote="Saeviomagy" data-source="post: 2086647" data-attributes="member: 5890"><p>I think your problem is that you don't have a real high level party. You've got a bunch of guys with lots of hitpoints and blasting powers.</p><p></p><p>Unless the fist of raziel does something I don't know about, your party has:</p><p></p><p>No divination of much worth. I'm guessing the sorcerors haven't really taken any divination spells, and I'm pretty sure your paladin has no access either. THIS is what makes those comparatively low-level encounters a problem: The encounters are probably that level because it's expected that you will both know how to deal with them and have the resources.</p><p></p><p>No healing of much worth. The ability to get the entire party back on their feet again in a single cast (even if they are only on low hitpoints) is invaluable to a high level party.</p><p></p><p>No flexibility. Would I be right in assuming that the sorcerors have a limited range of spells focussing on a particular theme? Specifically that they've got blasty spells and sneaky spells and not much else? This really ties in to my first point.</p><p></p><p>Frankly, I think that (standard) high level play (as presented in published modules) is suited only to the most cautious, careful and tactically-minded of players. If everyone is just in a "who can do the most damage in a round" mindset, they'll die.</p><p></p><p>So - your solution is one of these:</p><p>1) Change the party mindset. This is really difficult. Really, really difficult. It'll probably require a lot of deaths and some crafty NPC roles. If you've got allies of the PCs, kill a few, and then have the remaining ones lament "if only we'd done a divination! We'd have seen this coming" or some such thing. Use monsters the party can't hurt without the right stuff.</p><p></p><p>2) Go back to low levels. This DOESN'T have to mean that the campaign ends. You could always branch the campaign to a new party who clean up the little stuff the big guys don't bother with, or use some plot magic to reduce the existing characters back to low levels (although that's not recommended...). Or just kill them all a lot... Again, not recommended.</p><p></p><p>3) Write high level adventures that are pitched just right. Things to watch for: Any monster with an ability that would be easily avoided with JUST the right spell - energy drain, paralysis, big melee bruisers without ranged attacks or flight, invisibility, death attacks, poisons, flight etc. Check whether the party has the spell - if they do, reduce the CR of the monster by a lot. If they don't, increase the CR of the monster by a lot. These monsters are balanced with the assumption that the magic to defeat them will be available, but that it will take some effort to have it ready. If the party doesn't have it, the encounter is far more difficult. If the (your) party DOES have it, the encounter is far easier. Allow easy access to scrolls. When your party get their ass handed to them by an ability, point out the counters to it and make them available.</p><p></p><p>4) Keep going, kill them a lot and drive the point home or return to lower levels that way...</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2086647, member: 5890"] I think your problem is that you don't have a real high level party. You've got a bunch of guys with lots of hitpoints and blasting powers. Unless the fist of raziel does something I don't know about, your party has: No divination of much worth. I'm guessing the sorcerors haven't really taken any divination spells, and I'm pretty sure your paladin has no access either. THIS is what makes those comparatively low-level encounters a problem: The encounters are probably that level because it's expected that you will both know how to deal with them and have the resources. No healing of much worth. The ability to get the entire party back on their feet again in a single cast (even if they are only on low hitpoints) is invaluable to a high level party. No flexibility. Would I be right in assuming that the sorcerors have a limited range of spells focussing on a particular theme? Specifically that they've got blasty spells and sneaky spells and not much else? This really ties in to my first point. Frankly, I think that (standard) high level play (as presented in published modules) is suited only to the most cautious, careful and tactically-minded of players. If everyone is just in a "who can do the most damage in a round" mindset, they'll die. So - your solution is one of these: 1) Change the party mindset. This is really difficult. Really, really difficult. It'll probably require a lot of deaths and some crafty NPC roles. If you've got allies of the PCs, kill a few, and then have the remaining ones lament "if only we'd done a divination! We'd have seen this coming" or some such thing. Use monsters the party can't hurt without the right stuff. 2) Go back to low levels. This DOESN'T have to mean that the campaign ends. You could always branch the campaign to a new party who clean up the little stuff the big guys don't bother with, or use some plot magic to reduce the existing characters back to low levels (although that's not recommended...). Or just kill them all a lot... Again, not recommended. 3) Write high level adventures that are pitched just right. Things to watch for: Any monster with an ability that would be easily avoided with JUST the right spell - energy drain, paralysis, big melee bruisers without ranged attacks or flight, invisibility, death attacks, poisons, flight etc. Check whether the party has the spell - if they do, reduce the CR of the monster by a lot. If they don't, increase the CR of the monster by a lot. These monsters are balanced with the assumption that the magic to defeat them will be available, but that it will take some effort to have it ready. If the party doesn't have it, the encounter is far more difficult. If the (your) party DOES have it, the encounter is far easier. Allow easy access to scrolls. When your party get their ass handed to them by an ability, point out the counters to it and make them available. 4) Keep going, kill them a lot and drive the point home or return to lower levels that way... [/QUOTE]
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