Wolfspider
Explorer
pawsplay said:My campaign is at level 14 and we're doing great.
Ditto, and no problems at all so far.
Mix of casters and non-casters, and no one seems irrelevant at all.
pawsplay said:My campaign is at level 14 and we're doing great.
JoeGKushner said:I'm finding at 16th level that unless I throw little flip cards out on the table (thanks to Bradford Ferguson for that tip) that people forget about the aid spell, the bless spell, the heroes feast spell, the benefits/penalties of enlarge, etc...
My 9th and 10th level Eberron group has an average Wisdom of 8. The 10th level fighter/rogue just last level managed a positive Will save. +1 Will save, baby, yeah!JoeGKushner said:Outside of that, having good saving throws becomes more and more important. Unfortunately, most classes have a weakness or three and we're finding that reflex saves are really taking their toll on us.
Jeff Wilder said:My 9th and 10th level Eberron group has an average Wisdom of 8. The 10th level fighter/rogue just last level managed a positive Will save. +1 Will save, baby, yeah!
The last BBEG fight was with a 10th level beguiler. Very touch and go fight, for obvious reasons. Thank God for magic circle against evil!
DM_Jeff said:I am one who has had no problem with grappling, attacks of opportunity, running monsters or all the other moaning pitfalls so many find fault with in D&D 3.X.
This deals with high-level D&D play. Not epic, just high level. What's wrong with me that my 3.X campaigns had one end at 15th level, one at 17th level, and one at 19th level and they ran to that point with no problems? Or, what am I doing right? So many complain that the game 'breaks down' after 10th level and usually point that the DM looses his mind and can't hack it.
It's not the work, because in two of those campaigns the work was done for me by running adventures I tweaked here and there. But one, the 17th level one, was me stringing together plots and sometimes running published adventures intertwined with stuff I had to make up. The combats got a little bigger, but only in that everyone had bigger weapons and spells to use. We never found combat taking any longer, it just moved everything up on the scale. It might be my players, who are mostly very table-savvy and don't abuse their high level status in the campaign.
If the DM can't be bothered to know what his players can do or be bothered to look up the new powers his monsters have that can't be blamed on the game system, can it? I mean, the stat blocks are bigger, but with a highlighter, a few minutes of homework and some strategy notes you're ready to rock.
You may even ask why did those campaigns stopped when they did. They stopped because the story/campaign arc was over! The only thing about high level play I may find problematic is campaign realism. In that you have to keep finding bigger and bigger things to hit the party with until eventually it dawns on you that this creature/thing/cult could have taken over a nation already. If you can solve that problem, then that's not an issue either.
So, ask questions, or tell us your foibles with high level play. Or even better if you have shortcuts or tricks to making high level play easier, let's hear it. Maybe we can all solve some problems.
-DM Jeff
ashockney said:Foibles of high level play:
ashockney said:Can these be things be worked through and around? But of course! I've run campaigns to the teens, to the twenty's and one into the 30's. It can be done. I think what's important to emphasize is that doing so drastically alters the effort to fun ratio for both players and DM's. So much so, that most will end their campaigns.
ashockney said:Alternatively, it is clear now, 8 years later, how the game can easily be reworked to make the game easier, less complicated, and more fulfilling! Come on 4e!!!
ashockney said:Foibles of high level play:
Polymorph
Buff-Scry-Teleport
The prevalance of Save or Die(Incapacitate), and ability to min/max saves
Too many complicated choices to manage
Too much preparation for the DM
Too much power creep that threatens the natural balance of the game system
Too many rolls, too many modifiers, and too many adjustments to manage
Too much emphasis on the rules and preparation, not enough emphasis on the gameplay and player decisions
The proliferation of world altering effects and the strain placed upon a DM to maintain versimilitude: Teleportation, Flight, Invisibility, Etherealness, Commune, TrueSight, Mirage Arcana, Planeshift, Heal, Ressurection, Scrying, Immunity, Domination, Summoning/Cohorts, and Wish
Can these be things be worked through and around? But of course! I've run campaigns to the teens, to the twenty's and one into the 30's. It can be done. I think what's important to emphasize is that doing so drastically alters the effort to fun ratio for both players and DM's. So much so, that most will end their campaigns. Alternatively, it is clear now, 8 years later, how the game can easily be reworked to make the game easier, less complicated, and more fulfilling! Come on 4e!!!
I think that the definition of a "little" work varies from person to person, and for a game that is being played for entertainment, the threshold of "too much effort" will be fairly low for some people.DM_Jeff said:I don't find doing a little extra work to keep 'in shape' to challenge the players to be a bad thing. The going gets a little tough and folks get going? Wow.
I agree with this. I will be interested to see how it works, but I'm fairly sure that 4e will come with its own set of issues, especially as you move to higher level play.It is yet to be seen, but if 4e really eliminates the need for a DM to look things up to challenge their 23rd level players, that would truly be a miracle. I'm betting it will still be work, just of a different kind.
-DM Jeff