Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fiddling around with Fifth Ed
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tormyr" data-source="post: 7449924" data-attributes="member: 6776887"><p>I have the other opinion in these discussions, not having a problem running a fun and effective game at any level. We used feats; everyone had plenty of magic items; and at least one PC multiclassed. One PC was a GWM champion with a Defender greatsword that frequently had <em>foresight</em> cast on her.</p><p></p><p>1. I converted Age of Worms to 5e and ran the campaign from levels 1 to 20 over 3 years. We had a lot of fun with the higher levels. In preparation, I did nothing more than use the 3.5 adventures, build the missing monsters using the guidelines in the DMG, and build the encounters using the guidelines in the DMG. </p><p></p><p>2. The encounter building math worked for us throughout the campaign through every level of play.</p><p></p><p>3. The monster hp and frequency to hit are part of the balancing act. If the monsters hit more frequently, the PCs would not make it through the adventuring day. If the monsters were not bags of hit points, the fights would be over fast as PCs can dish out the damage. I try to have each monster do at least 1 interesting thing. One was a long-distance eldritch blast warlock who shot a PC off a drawbridge, sent him through the 9 hells, and had him reappear in midair before falling into the moat of acid. Another was a CR 20 oathbreaker paladin. One class of monsters turned PCs into favored spawn of Kyuss if they died in its gullet. There was the spellweaver lich who could cast up to 6 spell slots worth of spells (in any combination) each turn. A half-orc barbarian had a potion of growth. Inquisitors have an unblockable <em>counterspell</em>.</p><p></p><p>4. I have never had a TPK, but I have had many sessions where some of my players were starting to chant "TPK! TPK!" <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=":)" /> I have had characters die several times, but they almost never stay dead.</p><p></p><p>5. My issue with the 6-8 encounters per day is that a DM follows that at the risk of having encounters just to have encounters. In my opinion encounters should be there to further the story, and sometimes the story does not have 6-8 encounters in a day. Some encounter days are "long days" with 6-8 encounters either at or a little above the party's level. One day recently was two EL 7 encounters for the level 3 party with a short rest in between.</p><p></p><p>I have built a few things to help me with all the number crunching. The first is a CR calculating spreadsheet. The second is an encounter building spreadsheet that modifies the guidelines slightly. In the DMG rules, there are spikes in the encounter XP multiplier as you pass certain numbers of monsters and PCs. My spreadsheet smooths out those spikes so that adding a monster moves the multiplier predictably (instead of 1 number after the first monster and a wildly different number after the second). Both of those files, as well as my Age of Worms conversion, are available by clicking my user name and then clicking the Downloads link.</p><p></p><p>I have also adopted two main house rules. The first is to use Matt Mercer's resurrection rules which feature a chance of failure on resurrection while allies can aid the person performing the ritual. The second is a modification of the falling rules. I was frustrated that high-level PCs can shrug off falling 1,000 feet. Rather than arbitrarily deciding when a PC dies from a fall. I made a table based on falling speed of a 6-foot person while allowing the creature to make a Dexterity (Acrobatics) check as a reaction and reduce the damage by the amount of the check. The end result is that a commoner can both die or take no damage from a 10-foot fall, a PC has a chance of taking no damage from a 20-foot fall, and some high-level PCs can scrape themselves off the pavement but be heavily damaged after a 1,000-foot fall. The falling house rule is also in my Downloads section.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7449924, member: 6776887"] I have the other opinion in these discussions, not having a problem running a fun and effective game at any level. We used feats; everyone had plenty of magic items; and at least one PC multiclassed. One PC was a GWM champion with a Defender greatsword that frequently had [I]foresight[/I] cast on her. 1. I converted Age of Worms to 5e and ran the campaign from levels 1 to 20 over 3 years. We had a lot of fun with the higher levels. In preparation, I did nothing more than use the 3.5 adventures, build the missing monsters using the guidelines in the DMG, and build the encounters using the guidelines in the DMG. 2. The encounter building math worked for us throughout the campaign through every level of play. 3. The monster hp and frequency to hit are part of the balancing act. If the monsters hit more frequently, the PCs would not make it through the adventuring day. If the monsters were not bags of hit points, the fights would be over fast as PCs can dish out the damage. I try to have each monster do at least 1 interesting thing. One was a long-distance eldritch blast warlock who shot a PC off a drawbridge, sent him through the 9 hells, and had him reappear in midair before falling into the moat of acid. Another was a CR 20 oathbreaker paladin. One class of monsters turned PCs into favored spawn of Kyuss if they died in its gullet. There was the spellweaver lich who could cast up to 6 spell slots worth of spells (in any combination) each turn. A half-orc barbarian had a potion of growth. Inquisitors have an unblockable [I]counterspell[/I]. 4. I have never had a TPK, but I have had many sessions where some of my players were starting to chant "TPK! TPK!" :) I have had characters die several times, but they almost never stay dead. 5. My issue with the 6-8 encounters per day is that a DM follows that at the risk of having encounters just to have encounters. In my opinion encounters should be there to further the story, and sometimes the story does not have 6-8 encounters in a day. Some encounter days are "long days" with 6-8 encounters either at or a little above the party's level. One day recently was two EL 7 encounters for the level 3 party with a short rest in between. I have built a few things to help me with all the number crunching. The first is a CR calculating spreadsheet. The second is an encounter building spreadsheet that modifies the guidelines slightly. In the DMG rules, there are spikes in the encounter XP multiplier as you pass certain numbers of monsters and PCs. My spreadsheet smooths out those spikes so that adding a monster moves the multiplier predictably (instead of 1 number after the first monster and a wildly different number after the second). Both of those files, as well as my Age of Worms conversion, are available by clicking my user name and then clicking the Downloads link. I have also adopted two main house rules. The first is to use Matt Mercer's resurrection rules which feature a chance of failure on resurrection while allies can aid the person performing the ritual. The second is a modification of the falling rules. I was frustrated that high-level PCs can shrug off falling 1,000 feet. Rather than arbitrarily deciding when a PC dies from a fall. I made a table based on falling speed of a 6-foot person while allowing the creature to make a Dexterity (Acrobatics) check as a reaction and reduce the damage by the amount of the check. The end result is that a commoner can both die or take no damage from a 10-foot fall, a PC has a chance of taking no damage from a 20-foot fall, and some high-level PCs can scrape themselves off the pavement but be heavily damaged after a 1,000-foot fall. The falling house rule is also in my Downloads section. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fiddling around with Fifth Ed
Top