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DM can't get the hang of high-level play
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<blockquote data-quote="A'koss" data-source="post: 902025" data-attributes="member: 840"><p>Having run many HL games myself, I also want to stress the importance of divinations and particularly "scouting" magic - wizard eye, scrying, etc. </p><p></p><p>Also, charm, coerce or dominate dungeon dwellers/guards/whathaveyous early in order to get the lay of the land, enemies to key on, etc. This often works much better than divinations and these lackeys make for great expendable scouts (willing or unwilling).</p><p></p><p>Some other tips, start leaving spell slots open so that you can memorize specific spells for specific challenges. A few scrolls with esoteric defensive magic (stone to flesh for example) will also be a huge help.</p><p></p><p>My experience is similar to many others here in that whoever gets first strike becomes increasingly important at higher levels. It's very important that PCs are buffed before the fight begins. Death Ward, Stat Boosters, and others that last a long time should be cast early on. Don't be afraid to summon monsters if you have to if you think you're going into a dangerous area and this is your only means of scouting ahead safely.</p><p></p><p>At very high levels... I would curb Save or Die magic much like Andy Collins suggested in one of his Epic Level articles. Time Stop and particularly Mordy's Disjunction can be real fun-breakers as well. There are many ways to curb them appropriately as well.</p><p></p><p>I notice as well that your DM rolls out in the open. Now that's good from a "trust" point-of-view, but with the amount of fudging I've had to do to save the PCs (time and again) I know that's only going to work against you guys in the long run... Game balance really starts to break down at high levels and you're only going face more and more "one roll/one round" deciders unless your DM is willing to change some of the rules to reduce this.</p><p></p><p></p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 902025, member: 840"] Having run many HL games myself, I also want to stress the importance of divinations and particularly "scouting" magic - wizard eye, scrying, etc. Also, charm, coerce or dominate dungeon dwellers/guards/whathaveyous early in order to get the lay of the land, enemies to key on, etc. This often works much better than divinations and these lackeys make for great expendable scouts (willing or unwilling). Some other tips, start leaving spell slots open so that you can memorize specific spells for specific challenges. A few scrolls with esoteric defensive magic (stone to flesh for example) will also be a huge help. My experience is similar to many others here in that whoever gets first strike becomes increasingly important at higher levels. It's very important that PCs are buffed before the fight begins. Death Ward, Stat Boosters, and others that last a long time should be cast early on. Don't be afraid to summon monsters if you have to if you think you're going into a dangerous area and this is your only means of scouting ahead safely. At very high levels... I would curb Save or Die magic much like Andy Collins suggested in one of his Epic Level articles. Time Stop and particularly Mordy's Disjunction can be real fun-breakers as well. There are many ways to curb them appropriately as well. I notice as well that your DM rolls out in the open. Now that's good from a "trust" point-of-view, but with the amount of fudging I've had to do to save the PCs (time and again) I know that's only going to work against you guys in the long run... Game balance really starts to break down at high levels and you're only going face more and more "one roll/one round" deciders unless your DM is willing to change some of the rules to reduce this. A'koss. [/QUOTE]
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