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Guidelines for magic items for high level characters?
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<blockquote data-quote="CapnZapp" data-source="post: 7037528" data-attributes="member: 12731"><p>No, you have to completely redesign encounters and add much more tools to monster stat blocks. </p><p></p><p>At high levels, this is much more than "tweak a bit". </p><p></p><p>You don't seem to be listening to me, Fanaelialae. Are you running high level games for veteran players with all options on, or are you merely wishing this wasn't a problem for experienced groups?</p><p></p><p>What we can hope for is an "advanced dungeons & dragons" down the product pipeline. I love 5E and will certainly not go back to the broken messy editions of 3e, PF or 4e. But what's especially needed in 5e is a replacement monster manual designed for the expectation that the subsystems offered by the PHB <em>are actually used</em> - the monster design in the MM is the weakest part of 5e.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7037528, member: 12731"] No, you have to completely redesign encounters and add much more tools to monster stat blocks. At high levels, this is much more than "tweak a bit". You don't seem to be listening to me, Fanaelialae. Are you running high level games for veteran players with all options on, or are you merely wishing this wasn't a problem for experienced groups? What we can hope for is an "advanced dungeons & dragons" down the product pipeline. I love 5E and will certainly not go back to the broken messy editions of 3e, PF or 4e. But what's especially needed in 5e is a replacement monster manual designed for the expectation that the subsystems offered by the PHB [I]are actually used[/I] - the monster design in the MM is the weakest part of 5e. [/QUOTE]
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