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General Tabletop Discussion
*Dungeons & Dragons
High-Level Features for Mid-Level Campaigns?
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<blockquote data-quote="Laurefindel" data-source="post: 7508771" data-attributes="member: 67296"><p>Needing some DMing advice, although more as a thought experiment than anything else.</p><p></p><p>Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents).</p><p></p><p>This however, means that I ignore 30% to 50% of the game material, that is, high-level spells and class features. That in itself doesn't impact the mechanics of the game as I use 100% of the material for that range of levels, but there are days where I'd like the PCs (and NPCs) to cast the occasional high-level spell, of use a high level feature.</p><p></p><p>I'm wondering if anyone has experience with an Epic-11 type of game with added features instead of gaining levels thereafter, or some kind of houserule allowing PCs to tap into higher-level features/spells for a once-in-a-lifetime wish spell, or holy nimbus transformation, or action surged-4 attacks per round routine?</p><p></p><p>Magic is a bit easier to implement; rituals involving many acolytes, holy sacrifice (not necessarily the death of a person), specific moment in a year/decade/century, extremely exotic components, pilgrimage to a specific site etc. I have more difficulty coming up with anything for martial characters however. One-off divine blessing perhaps, or "ability coupons" handed out to players as reward throughout the campaign?</p><p></p><p>I'm opened to ideas,</p><p></p><p>(please don't reply just to say how high levels aren't that difficult to play; that is a good discussion, but one we can have in another thread)</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7508771, member: 67296"] Needing some DMing advice, although more as a thought experiment than anything else. Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). This however, means that I ignore 30% to 50% of the game material, that is, high-level spells and class features. That in itself doesn't impact the mechanics of the game as I use 100% of the material for that range of levels, but there are days where I'd like the PCs (and NPCs) to cast the occasional high-level spell, of use a high level feature. I'm wondering if anyone has experience with an Epic-11 type of game with added features instead of gaining levels thereafter, or some kind of houserule allowing PCs to tap into higher-level features/spells for a once-in-a-lifetime wish spell, or holy nimbus transformation, or action surged-4 attacks per round routine? Magic is a bit easier to implement; rituals involving many acolytes, holy sacrifice (not necessarily the death of a person), specific moment in a year/decade/century, extremely exotic components, pilgrimage to a specific site etc. I have more difficulty coming up with anything for martial characters however. One-off divine blessing perhaps, or "ability coupons" handed out to players as reward throughout the campaign? I'm opened to ideas, (please don't reply just to say how high levels aren't that difficult to play; that is a good discussion, but one we can have in another thread) [/QUOTE]
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High-Level Features for Mid-Level Campaigns?
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