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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="Dan Chernozub" data-source="post: 7307670" data-attributes="member: 6899046"><p>Can't wait for my players to survive to become high-level ...</p><p></p><p>On a more serious note - I don't see much of a qualitative difference in preparing for the higher-level adventures. Your villains still have to have a reasonable plan, brute enemies have to be brutal, intelligent foes should act smart and the story as a whole should make sense. Quantitively, yes, you should take more things into account. </p><p></p><p>In other words - all the sound advice above this post can and should be applied to low-mid level adventures as well. Even low-level spells are vastly beyond what humanoids can normally do, and if your world is in any way magic abundant, other intelligent cannot afford not to take it into consideration. </p><p></p><p>And I am not only speaking of adventure hooks - all the world around characters should take into account the presence of magic. Thieves are aware of divination spells. Murderers take steps to prevent speak with dead/raise-dead type spells being cast on their victims. Wealthy traders prefer Teleportation Circles on stable trade routes to the risks of the naval travel etc.</p></blockquote><p></p>
[QUOTE="Dan Chernozub, post: 7307670, member: 6899046"] Can't wait for my players to survive to become high-level ... On a more serious note - I don't see much of a qualitative difference in preparing for the higher-level adventures. Your villains still have to have a reasonable plan, brute enemies have to be brutal, intelligent foes should act smart and the story as a whole should make sense. Quantitively, yes, you should take more things into account. In other words - all the sound advice above this post can and should be applied to low-mid level adventures as well. Even low-level spells are vastly beyond what humanoids can normally do, and if your world is in any way magic abundant, other intelligent cannot afford not to take it into consideration. And I am not only speaking of adventure hooks - all the world around characters should take into account the presence of magic. Thieves are aware of divination spells. Murderers take steps to prevent speak with dead/raise-dead type spells being cast on their victims. Wealthy traders prefer Teleportation Circles on stable trade routes to the risks of the naval travel etc. [/QUOTE]
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