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Buff, Scry, Teleport... A problem or not?
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<blockquote data-quote="Petrosian" data-source="post: 438494" data-attributes="member: 1149"><p>[/B]</p></blockquote><p></p><p></p><p></p><p>In DND 3e this format is more properly named "low level classic DND adventure."</p><p></p><p>Some of the tmese described in various places, including iirc high level modules and dragon articles and the like, for DND 3e is that high level adventures are DIFFERENT than low level ones, That high level adversaries are a bit more difficult than 'beat him to a pulp" to deal with, and That high level bad guys have magic and resources too.</p><p></p><p>At second level, the broken rope bridge over a ravine is a serious challenge. At sixth level, with fly spells available, it is now just a nuisance.</p><p></p><p>At high levels the key is more often how to gather the info we need, how to get past the protections, which are no longer orcs at guardposts but magical wards and protections as well.</p><p></p><p></p><p></p><p></p><p></p><p>How did they discover even enough for "described" to get the scry check? How did their teleport get past the forbiddance zone around the inner areas? How did it get past the statues that keep another ward up in his bedroom? How did they handle the two magical traps, one of whom threw a wall of force around them and the second of which threw a fog cloud to block vision while the BG slips thru the secret door?</p><p></p><p>I think you are identifying something which is OBVIOUS with DND 3e but was not necessarily OBVIOUS to everyone in previous editions...</p><p></p><p>DND 3e greayhawk and Fr settings do not show us a fantasy world where significant threats for high level parties include big, stupid, unprepared sacks of hit points. The SOHP punching bags can be handled by a smart party using the high level spells wisely.</p><p></p><p>This is not a flaw, it is a feature.</p><p></p><p>Amoung other things, it will encourage big bads with enemies to do things like stay within wel defended (magically) bastions. This keeps your 15th level mage from just popping around the countryside killing 3rd level heroes... which helps to explain why the heroes are able to advance.</p><p></p><p></p><p></p><p>like a broken rope bridge goes out of fashion after fly spells, as the characters gain new abilities, the threats change too. </p><p></p><p>A Gm can decide that he wants the adventures at 13th level to be just like the adventures at 2nd level but with the SOHP being bigger and the damage per hit being 25 not 7 and so on. if so, he needs to significantly alter the spell lists and some class abilities to make this "the way world works."</p><p></p><p>What DND 3e basically does is to create a "way the world works" where this wont be the case. High level adventures will not be frustrated by plane shift, teleport, scrying and such but will REQUIRE THEM IN ORDER TO PROGRESS. The challenges will be quite different.</p><p></p><p>A BG who is sitting in an area wher efirst scry-teleport-buff means he is dead meat is a BIT PLAYER in a high level adventure, not the main guy.</p><p></p><p>If the Gm does not want to run those types of adventures, he needs to either stick to low levels, restarting the game after PCs reach 7th-10th, or he needs to change the classes to make this "the world."</p><p></p><p>its really not all that complex.</p><p>[/QUOTE]</p>
[QUOTE="Petrosian, post: 438494, member: 1149"] [/B][/QUOTE] In DND 3e this format is more properly named "low level classic DND adventure." Some of the tmese described in various places, including iirc high level modules and dragon articles and the like, for DND 3e is that high level adventures are DIFFERENT than low level ones, That high level adversaries are a bit more difficult than 'beat him to a pulp" to deal with, and That high level bad guys have magic and resources too. At second level, the broken rope bridge over a ravine is a serious challenge. At sixth level, with fly spells available, it is now just a nuisance. At high levels the key is more often how to gather the info we need, how to get past the protections, which are no longer orcs at guardposts but magical wards and protections as well. How did they discover even enough for "described" to get the scry check? How did their teleport get past the forbiddance zone around the inner areas? How did it get past the statues that keep another ward up in his bedroom? How did they handle the two magical traps, one of whom threw a wall of force around them and the second of which threw a fog cloud to block vision while the BG slips thru the secret door? I think you are identifying something which is OBVIOUS with DND 3e but was not necessarily OBVIOUS to everyone in previous editions... DND 3e greayhawk and Fr settings do not show us a fantasy world where significant threats for high level parties include big, stupid, unprepared sacks of hit points. The SOHP punching bags can be handled by a smart party using the high level spells wisely. This is not a flaw, it is a feature. Amoung other things, it will encourage big bads with enemies to do things like stay within wel defended (magically) bastions. This keeps your 15th level mage from just popping around the countryside killing 3rd level heroes... which helps to explain why the heroes are able to advance. like a broken rope bridge goes out of fashion after fly spells, as the characters gain new abilities, the threats change too. A Gm can decide that he wants the adventures at 13th level to be just like the adventures at 2nd level but with the SOHP being bigger and the damage per hit being 25 not 7 and so on. if so, he needs to significantly alter the spell lists and some class abilities to make this "the way world works." What DND 3e basically does is to create a "way the world works" where this wont be the case. High level adventures will not be frustrated by plane shift, teleport, scrying and such but will REQUIRE THEM IN ORDER TO PROGRESS. The challenges will be quite different. A BG who is sitting in an area wher efirst scry-teleport-buff means he is dead meat is a BIT PLAYER in a high level adventure, not the main guy. If the Gm does not want to run those types of adventures, he needs to either stick to low levels, restarting the game after PCs reach 7th-10th, or he needs to change the classes to make this "the world." its really not all that complex. [/QUOTE]
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