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DM Advice Requested: Higher Level Spells
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<blockquote data-quote="Kugar" data-source="post: 906677" data-attributes="member: 442"><p>Here are my 2 cents.</p><p></p><p>As heroes rise in level, think not to design encounters that diminish their power - yet instead develop situations that require their skills.</p><p></p><p>Take TP. Yup! Overland transport just got easier, but now you can pull a cool plot that requires the party to pull two levers on opposite sides of the world within five minutes, and spring it on the party with only 24 hours before the appointed time! Or maybe a dragon has a lair where it destroyed all the entrances long ago and uses TP to get in and out.</p><p></p><p>Rope Trick is a good spell to use to rest and regain spells, but if you as a DM are annoyed with it create a situation where stopping to rest has dire consequences. The clock is ticking and real heroes will dig it out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Scrying is good! If your PCs are doing it, then assume they will in the future and use it for plot hooks. A good scry is a way to make the world seem more alive and vital if there is human activity going on around the scry area. Perhaps the BBG is hiding in crowded market and a half a dozen market goers see sense the scry sensor. Make Scry+TP+Fight harder.</p><p></p><p>The other problem you get with high level casters is that they like to rest a lot. Increasing the tension and upping the timelines sometimes makes a better game. If the party locates someone they want to beat up, maybe they learn he is just the bottom rung of a ladder - and bad things are happening as they speak. (All this = if the spell casters cast whatever they want and are never at a loss try upping the number of encounters per day.)</p></blockquote><p></p>
[QUOTE="Kugar, post: 906677, member: 442"] Here are my 2 cents. As heroes rise in level, think not to design encounters that diminish their power - yet instead develop situations that require their skills. Take TP. Yup! Overland transport just got easier, but now you can pull a cool plot that requires the party to pull two levers on opposite sides of the world within five minutes, and spring it on the party with only 24 hours before the appointed time! Or maybe a dragon has a lair where it destroyed all the entrances long ago and uses TP to get in and out. Rope Trick is a good spell to use to rest and regain spells, but if you as a DM are annoyed with it create a situation where stopping to rest has dire consequences. The clock is ticking and real heroes will dig it out. :) Scrying is good! If your PCs are doing it, then assume they will in the future and use it for plot hooks. A good scry is a way to make the world seem more alive and vital if there is human activity going on around the scry area. Perhaps the BBG is hiding in crowded market and a half a dozen market goers see sense the scry sensor. Make Scry+TP+Fight harder. The other problem you get with high level casters is that they like to rest a lot. Increasing the tension and upping the timelines sometimes makes a better game. If the party locates someone they want to beat up, maybe they learn he is just the bottom rung of a ladder - and bad things are happening as they speak. (All this = if the spell casters cast whatever they want and are never at a loss try upping the number of encounters per day.) [/QUOTE]
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