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<blockquote data-quote="Dundragon" data-source="post: 7129" data-attributes="member: 563"><p>Is it just me, or is it really hard to promote a sense of chivalry and valor? It seems to me that as characters gain levels into the mid-high levels and up (around 9 or 10+), they stray increasingly from the romantic notions of an epic-fantasy roleplaying game, and begin to play in a paranoid fashion. Even the paladins and clerics go for stealth as often as possible, and heroic acts of courage involve greater risks than pretty much anyone is willing to face.</p><p></p><p>I suppose this is due to the fact that as the villains also gain levels (especially things like wizards, sorcerers, and thieves) they gain enough power to outright kill most of the party if they can catch them unawares.</p><p></p><p>I DM a FR campaign, and I've heard plenty of stuff about it being munchkinland, and overpowered - but even without the PrCs and extra spells, high level DnD characters have access to amazing things just from the PHB. I don't want to run a low magic campaign, because then I mess up many of the challenge ratings, and anger the players who want to play spellcasting classes.</p><p></p><p>But the alternative seems to take some of the fun out of roleplaying. I can understand that waltzing in the front gate of an evil wizards castle is asking to be killed, but when my players do things like cast invisibility on the party, cast silence on a rock or two to keep mages from being able to hurt them if they get to close, make sure they are undetectable, and sneak in through a broken window (that the enemy did not hear because of the silence), what can I do? It seems like a great plan, but I'm having trouble roleplaying the villains.</p><p></p><p>One would think that basically all high powered villains have enough experience fighting adventurers that they would know about all the standard tactics (silence on a rock, invisibility, etc). But I feel like if I still have them walk into an ambush, or get hurt by some other DM-device that might discourage the uber-stealth approach, that they will think that I am specifically engineering my adventures to trip them up. I am trying to run a realistic campaign, but my villains are getting killed off.</p><p></p><p>Throwing higher CR monsters at them seems to be the standard approach, but I am looking for something more refined. Anyone have these problems too? And how do you solve them?</p><p></p><p>Thanks,</p><p></p><p>[OT] - hey IronChuchu, I think you know what I am talking about, yes? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Dundragon, post: 7129, member: 563"] Is it just me, or is it really hard to promote a sense of chivalry and valor? It seems to me that as characters gain levels into the mid-high levels and up (around 9 or 10+), they stray increasingly from the romantic notions of an epic-fantasy roleplaying game, and begin to play in a paranoid fashion. Even the paladins and clerics go for stealth as often as possible, and heroic acts of courage involve greater risks than pretty much anyone is willing to face. I suppose this is due to the fact that as the villains also gain levels (especially things like wizards, sorcerers, and thieves) they gain enough power to outright kill most of the party if they can catch them unawares. I DM a FR campaign, and I've heard plenty of stuff about it being munchkinland, and overpowered - but even without the PrCs and extra spells, high level DnD characters have access to amazing things just from the PHB. I don't want to run a low magic campaign, because then I mess up many of the challenge ratings, and anger the players who want to play spellcasting classes. But the alternative seems to take some of the fun out of roleplaying. I can understand that waltzing in the front gate of an evil wizards castle is asking to be killed, but when my players do things like cast invisibility on the party, cast silence on a rock or two to keep mages from being able to hurt them if they get to close, make sure they are undetectable, and sneak in through a broken window (that the enemy did not hear because of the silence), what can I do? It seems like a great plan, but I'm having trouble roleplaying the villains. One would think that basically all high powered villains have enough experience fighting adventurers that they would know about all the standard tactics (silence on a rock, invisibility, etc). But I feel like if I still have them walk into an ambush, or get hurt by some other DM-device that might discourage the uber-stealth approach, that they will think that I am specifically engineering my adventures to trip them up. I am trying to run a realistic campaign, but my villains are getting killed off. Throwing higher CR monsters at them seems to be the standard approach, but I am looking for something more refined. Anyone have these problems too? And how do you solve them? Thanks, [OT] - hey IronChuchu, I think you know what I am talking about, yes? :D [/QUOTE]
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