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General Tabletop Discussion
*Dungeons & Dragons
D&D Mechanics Work Very Well at High Level
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<blockquote data-quote="Dausuul" data-source="post: 6478429" data-attributes="member: 58197"><p>None of that is what I would consider "breaking." You should expect parties to punch well above their weight when the players know what they're doing, and the higher-level they get, the more it will happen. The game is balanced on the assumption of middling player skill, so highly skilled players will outperform and unskilled players will underperform. As the PCs get to higher levels, they have more options and thus greater scope to use their skills. This happened even in 4E.</p><p></p><p>The solution is easy enough: Ramp up the difficulty! If they're walking over encounters that are supposedly Deadly, then throw double-Deadly encounters at them. If that doesn't work, go triple-Deadly. Whatever it takes. The players get to have the satisfaction of taking on crazy-big challenges and winning, and the DM gets the fun of going on mad monster rampages.</p><p></p><p>IMO, "breaking" is when the game becomes un-fun either for the players or for the DM. I found that high-level 3E "broke" because combat turned into a blizzard of numbers and planning adventures became mostly about figuring out how to pose a challenge that the spellcasters couldn't erase with a wave of the hand. High-level 4E was better, but it could get very grindy and while there wasn't a blizzard of numbers, there were frequent flurries.</p><p></p><p>So far, my experience of middling-high-level 5E (12-13th level) is that it's crazy but not <em>too</em> crazy. The PCs are very powerful and have a lot of resources, but the DM can still challenge them without too much difficulty, and combat isn't a slog.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6478429, member: 58197"] None of that is what I would consider "breaking." You should expect parties to punch well above their weight when the players know what they're doing, and the higher-level they get, the more it will happen. The game is balanced on the assumption of middling player skill, so highly skilled players will outperform and unskilled players will underperform. As the PCs get to higher levels, they have more options and thus greater scope to use their skills. This happened even in 4E. The solution is easy enough: Ramp up the difficulty! If they're walking over encounters that are supposedly Deadly, then throw double-Deadly encounters at them. If that doesn't work, go triple-Deadly. Whatever it takes. The players get to have the satisfaction of taking on crazy-big challenges and winning, and the DM gets the fun of going on mad monster rampages. IMO, "breaking" is when the game becomes un-fun either for the players or for the DM. I found that high-level 3E "broke" because combat turned into a blizzard of numbers and planning adventures became mostly about figuring out how to pose a challenge that the spellcasters couldn't erase with a wave of the hand. High-level 4E was better, but it could get very grindy and while there wasn't a blizzard of numbers, there were frequent flurries. So far, my experience of middling-high-level 5E (12-13th level) is that it's crazy but not [i]too[/i] crazy. The PCs are very powerful and have a lot of resources, but the DM can still challenge them without too much difficulty, and combat isn't a slog. [/QUOTE]
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