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General Tabletop Discussion
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D&D Mechanics Work Very Well at High Level
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6478356" data-attributes="member: 6787650"><p>What does "break" mean in this context?</p><p></p><p>I can imagine the game "breaking" in the narrative sense: once you've wiped out all the hobgoblins in the kingdom getting from level 1 to level 8, it just doesn't make sense that you'll suddenly be fighting your full DMG allotment of XP every single day. (A dragon today, a horde of werewolves tomorrow? Where do they come from?) My current plan is that when/if my players' PCs pacify all the threats in their current region, they start uncovering threats to a wider region which until now had pretty much ignored their kingdom. Instead of the one Rakshasa who is pulling strings behind the scenes, there will be an actual Slaad invasion. Instead of the one crashed spelljamming ship full of illithids who have set up in the hills and started a cult, there will be Hive ships full of beholders in a full-on beholder civil war.</p><p></p><p>The game can also "break" from a tactical standpoint that squad-level combat stops making sense, but since the game actually handles medium-sized battles pretty well that's not a breakage. My 3rd level PCs just had a set-piece battle with 7 neogi and 12 umber hulks. Most of the heavy lifting was done by two dozen NPC troops under their command and by traps the PCs set up in advance and then had the Thief trigger--the actual PCs cast some Scorching Rays and Web spells in key places, and hit some guys with hammers, but the majority of actual combat effectiveness came from deciding what "their" troops were doing each turn. It didn't hurt the narrative any.</p><p></p><p>There are some things I would do differently in a battle that large but they largely relate to book-keeping. As far as the game itself goes, no breakage.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6478356, member: 6787650"] What does "break" mean in this context? I can imagine the game "breaking" in the narrative sense: once you've wiped out all the hobgoblins in the kingdom getting from level 1 to level 8, it just doesn't make sense that you'll suddenly be fighting your full DMG allotment of XP every single day. (A dragon today, a horde of werewolves tomorrow? Where do they come from?) My current plan is that when/if my players' PCs pacify all the threats in their current region, they start uncovering threats to a wider region which until now had pretty much ignored their kingdom. Instead of the one Rakshasa who is pulling strings behind the scenes, there will be an actual Slaad invasion. Instead of the one crashed spelljamming ship full of illithids who have set up in the hills and started a cult, there will be Hive ships full of beholders in a full-on beholder civil war. The game can also "break" from a tactical standpoint that squad-level combat stops making sense, but since the game actually handles medium-sized battles pretty well that's not a breakage. My 3rd level PCs just had a set-piece battle with 7 neogi and 12 umber hulks. Most of the heavy lifting was done by two dozen NPC troops under their command and by traps the PCs set up in advance and then had the Thief trigger--the actual PCs cast some Scorching Rays and Web spells in key places, and hit some guys with hammers, but the majority of actual combat effectiveness came from deciding what "their" troops were doing each turn. It didn't hurt the narrative any. There are some things I would do differently in a battle that large but they largely relate to book-keeping. As far as the game itself goes, no breakage. [/QUOTE]
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D&D Mechanics Work Very Well at High Level
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