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General Tabletop Discussion
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Advice on dealing with high level characters.
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<blockquote data-quote="hbarsquared" data-source="post: 7307645" data-attributes="member: 4550"><p>Reiterating what others have said...</p><p></p><p>There are three approaches:</p><p></p><p><strong>Negation.</strong> This can range from DM fiat, with custom dungeons where scry and teleport simply don't function, to more creative situations such as layering <em>forbiddance</em> with sheets of lead along with an unknown truename and the wrong lock of hair. Use sparingly.</p><p></p><p><strong>Roll with it.</strong> Let epic characters be epic and let players take joy in getting past mundane defenses. Use sparingly.</p><p></p><p><strong>Consequences and Complexity.</strong> My favorite, and use often. This is a good direction to follow from 1st level. As othera have suggested, "saving the prisoner" is the easy part. They might be catonic, poisoned with one day to live, dominated, mind erased, double-crossing, were this close to discovering the BBEG's weakness... Or what if the goal was bigger, more further reaching? Rescuing is one thing, proving someone innocent in the eyes of the king, nobility, and masses is quite another. Or the rescue might be easy, but getting them to the church in five hours to complete the ceremony uniting the two warring countries is quite another. Everything has connequences, everything can have more than one layer of complexity. Forcing the PCs to make choices and deal with consequences, to themselves and they're world, is how to challenge epic level characters</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 7307645, member: 4550"] Reiterating what others have said... There are three approaches: [B]Negation.[/B] This can range from DM fiat, with custom dungeons where scry and teleport simply don't function, to more creative situations such as layering [I]forbiddance[/I] with sheets of lead along with an unknown truename and the wrong lock of hair. Use sparingly. [B]Roll with it.[/B] Let epic characters be epic and let players take joy in getting past mundane defenses. Use sparingly. [B]Consequences and Complexity.[/B] My favorite, and use often. This is a good direction to follow from 1st level. As othera have suggested, "saving the prisoner" is the easy part. They might be catonic, poisoned with one day to live, dominated, mind erased, double-crossing, were this close to discovering the BBEG's weakness... Or what if the goal was bigger, more further reaching? Rescuing is one thing, proving someone innocent in the eyes of the king, nobility, and masses is quite another. Or the rescue might be easy, but getting them to the church in five hours to complete the ceremony uniting the two warring countries is quite another. Everything has connequences, everything can have more than one layer of complexity. Forcing the PCs to make choices and deal with consequences, to themselves and they're world, is how to challenge epic level characters [/QUOTE]
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