Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WheresMyD20" data-source="post: 6927376" data-attributes="member: 60772"><p>Part of what we did was political/kingdom stuff, part of it was extra-planar adventuring. The campaign was heavy on demons and devils, but we only had one fight against an arch-devil and none against a demon lord. We ran into Geryon on his home plane, got beaten badly, and had to flee. We had six 20+ level characters, but Geryon had quite a few other devils backing him up. We were overwhelmed. A party at that level can take down one of almost anything pretty easily, but is still challenged if they're outnumbered. I remember fighting a dozen beholders in their lair and it was a real challenge.</p><p></p><p>Extra-planar adventuring works well with 20+ level characters. Traveling across planes weakens magic items, so it's a convenient built-in way of limiting magic items at high levels. We actually had to start acquiring magic items native to other planes to try to offset this. It was kind of like a soft reset on magic items. We ended up trying to build collections of Hell gear, Abyss gear, etc. Some spells don't work as well or at all on other planes. Clerics may not be able to recover their mid-to-high level spells on some planes. Enemies on other planes tend to be tougher than the ones on the prime plane.</p><p></p><p>Fights were apocalyptic with lots of magic getting thrown around. It was common to have to make at least one saving throw a round, sometimes more. Saving throws were really easy to make, though. High level magic-user and cleric spells that did not allow a saving throw were very valuable. Dispel magic was cast a lot in order to take down magical defenses and suppress magic items. Fighters were vital since a lot of enemies had both magic resistance and great saving throws. Often times the best strategy for magic-users and clerics was to cast spells to buff the fighters while they did the attacking.</p><p></p><p>Death was actually pretty common, but not too problematic. It was really only a problem if a character died on another plane and the party had to flee the plane before he can get raised, or if the character's soul got imprisoned by a demon, devil, or other powerful creature/spellcaster. It was less common to permanently lose a character, but it did happen a few times.</p><p></p><p>I think the Elric saga is sort of how our 20+ level game of 1e AD&D looked. Lots of planar travel, dealing with god-like beings, lots of demons & devils, and getting embroiled in a cosmic struggle.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 6927376, member: 60772"] Part of what we did was political/kingdom stuff, part of it was extra-planar adventuring. The campaign was heavy on demons and devils, but we only had one fight against an arch-devil and none against a demon lord. We ran into Geryon on his home plane, got beaten badly, and had to flee. We had six 20+ level characters, but Geryon had quite a few other devils backing him up. We were overwhelmed. A party at that level can take down one of almost anything pretty easily, but is still challenged if they're outnumbered. I remember fighting a dozen beholders in their lair and it was a real challenge. Extra-planar adventuring works well with 20+ level characters. Traveling across planes weakens magic items, so it's a convenient built-in way of limiting magic items at high levels. We actually had to start acquiring magic items native to other planes to try to offset this. It was kind of like a soft reset on magic items. We ended up trying to build collections of Hell gear, Abyss gear, etc. Some spells don't work as well or at all on other planes. Clerics may not be able to recover their mid-to-high level spells on some planes. Enemies on other planes tend to be tougher than the ones on the prime plane. Fights were apocalyptic with lots of magic getting thrown around. It was common to have to make at least one saving throw a round, sometimes more. Saving throws were really easy to make, though. High level magic-user and cleric spells that did not allow a saving throw were very valuable. Dispel magic was cast a lot in order to take down magical defenses and suppress magic items. Fighters were vital since a lot of enemies had both magic resistance and great saving throws. Often times the best strategy for magic-users and clerics was to cast spells to buff the fighters while they did the attacking. Death was actually pretty common, but not too problematic. It was really only a problem if a character died on another plane and the party had to flee the plane before he can get raised, or if the character's soul got imprisoned by a demon, devil, or other powerful creature/spellcaster. It was less common to permanently lose a character, but it did happen a few times. I think the Elric saga is sort of how our 20+ level game of 1e AD&D looked. Lots of planar travel, dealing with god-like beings, lots of demons & devils, and getting embroiled in a cosmic struggle. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
AD&D/O.S.R.I.C: Creating XP Progression for Homebrewed Classes
Top