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<blockquote data-quote="kamosa" data-source="post: 1562193" data-attributes="member: 1037"><p>Good luck going to highlevels. </p><p></p><p>As several others have suggested, it's better to have adventure where you use you powers then try to squash the player powers because you can't deal with them.</p><p></p><p>Like monsters, challenges have a CR value associated with them. As the spell casters go up in level, so must the CR value of the non-combat situations. Preventing player movement and preventing the players from finding information gets harder as the players aquire more powerful spells. Instead of crashing on those abilities, write adventures where finding out the information is just the first step to solving the puzzle. Write adventures where the players are required to teleport somewhere to solve the adventure.</p><p></p><p>As the game approaches this level, enemy organizations need to change their structure as well. Have enemies that can't be taken out with one surgical strike. If you enemies have a dozen bases and more combined resources than the party tend to discourage the party from out right attacks. </p><p></p><p>Also, NPC's will also be higher level. Will the party enjoy being scryed upon themselves, or having enemy reinforcements teleported in to a tough fight? </p><p></p><p>My last piece of advice is that there is no shame in quiting at your levels and starting over. High level games aren't everyone's cup of tea. If you GM doesn't feel comforatable creating stories with the intricacy needed for high levels, don't force it on her. Play at the levels where everyone has fun and you can't go wrong.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1562193, member: 1037"] Good luck going to highlevels. As several others have suggested, it's better to have adventure where you use you powers then try to squash the player powers because you can't deal with them. Like monsters, challenges have a CR value associated with them. As the spell casters go up in level, so must the CR value of the non-combat situations. Preventing player movement and preventing the players from finding information gets harder as the players aquire more powerful spells. Instead of crashing on those abilities, write adventures where finding out the information is just the first step to solving the puzzle. Write adventures where the players are required to teleport somewhere to solve the adventure. As the game approaches this level, enemy organizations need to change their structure as well. Have enemies that can't be taken out with one surgical strike. If you enemies have a dozen bases and more combined resources than the party tend to discourage the party from out right attacks. Also, NPC's will also be higher level. Will the party enjoy being scryed upon themselves, or having enemy reinforcements teleported in to a tough fight? My last piece of advice is that there is no shame in quiting at your levels and starting over. High level games aren't everyone's cup of tea. If you GM doesn't feel comforatable creating stories with the intricacy needed for high levels, don't force it on her. Play at the levels where everyone has fun and you can't go wrong. [/QUOTE]
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