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Advice on running high level adventures
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<blockquote data-quote="BiggusGeekus" data-source="post: 3637453" data-attributes="member: 1014"><p>Oh, dude. No worries.</p><p></p><p>The Battle Sorc has a slow and limited spell progression. So you mostly just have to worry about the big, popular spells like <em>teleport</em>. The cleric will be eliminating the death penalty soon, so if you accidentally kill off a PC, it's less of a big deal. The battledancer .... I'm not really familiar with, but it sounds like a fighter/rogue. Not much to concern yourself with other than he'll be hitting most of your bad guy's AC. The rogue will either be making every skill check or not having the skill to deal with something at all, so less wiggle room there.</p><p></p><p>But the bottom line is that you don't have to worry about the wizard's huge grab bag of weird spells. The cleric still has his god's number on speed dial, but the Rules As Written allow you some flexibility with the answers. Unless you've been running a lot of murder mysteries, I don't see how this group is going to be as hard to deal with as you fear.</p><p></p><p>That said, thematically the game is about to change. It'll be less gritty and more high adventure. You may as well embrace it. Have a few fights on flying griffons or throw 'em underwater. There's a lot of aquatic monsters at the CR 7 range in the monster manual, so you can take advantage of that. Hold off on the party going to the planes. Save that until level 14 or 15 and you find yourself wanting to change the rules of the game. </p><p></p><p>If you're still worried, remember that the game is balanced on the PCs going through four or five "encounters" before resting. You can still throw single encounters at them, just use a higher CR. That will allow you to evaluate each encounter a little more easily.</p><p></p><p>Look for simple monsters. The Tarressque is an example. Big T doesn't have a lot of zany abilities, so he's easy to DM. Compare him to a level 20 wizard. A level 20 wizard has a huge number of spells and magic items and that's a lot to keep track of. My preference is for one or two cool powers, enough to surprise the party, but not so many that I forget about them at 11pm at night when I'm wired up on Mountain Dew.</p><p></p><p>You'll be fine. </p><p></p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 3637453, member: 1014"] Oh, dude. No worries. The Battle Sorc has a slow and limited spell progression. So you mostly just have to worry about the big, popular spells like [i]teleport[/i]. The cleric will be eliminating the death penalty soon, so if you accidentally kill off a PC, it's less of a big deal. The battledancer .... I'm not really familiar with, but it sounds like a fighter/rogue. Not much to concern yourself with other than he'll be hitting most of your bad guy's AC. The rogue will either be making every skill check or not having the skill to deal with something at all, so less wiggle room there. But the bottom line is that you don't have to worry about the wizard's huge grab bag of weird spells. The cleric still has his god's number on speed dial, but the Rules As Written allow you some flexibility with the answers. Unless you've been running a lot of murder mysteries, I don't see how this group is going to be as hard to deal with as you fear. That said, thematically the game is about to change. It'll be less gritty and more high adventure. You may as well embrace it. Have a few fights on flying griffons or throw 'em underwater. There's a lot of aquatic monsters at the CR 7 range in the monster manual, so you can take advantage of that. Hold off on the party going to the planes. Save that until level 14 or 15 and you find yourself wanting to change the rules of the game. If you're still worried, remember that the game is balanced on the PCs going through four or five "encounters" before resting. You can still throw single encounters at them, just use a higher CR. That will allow you to evaluate each encounter a little more easily. Look for simple monsters. The Tarressque is an example. Big T doesn't have a lot of zany abilities, so he's easy to DM. Compare him to a level 20 wizard. A level 20 wizard has a huge number of spells and magic items and that's a lot to keep track of. My preference is for one or two cool powers, enough to surprise the party, but not so many that I forget about them at 11pm at night when I'm wired up on Mountain Dew. You'll be fine. Happy gaming! [/QUOTE]
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