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<blockquote data-quote="fireinthedust" data-source="post: 5508868" data-attributes="member: 51930"><p>Yep, that's me.</p><p></p><p>I try not to sweat the small stuff, and go with the flow. I encourage players to do things like have fortresses and travel the planes, and base the adventure around them. The idea that freaks DMs out about high level seems to be their resources and power level. For my campaign I decided that it was a good thing for the adventure: they have no one else to turn to.</p><p></p><p>1) they can only do one thing a round, usually. Ergo have several distractions and you'll be fine.</p><p></p><p>2) BBEG is at least as powerful as they are, and has all their resources and more. This includes Wish spells, really.</p><p></p><p>3) the rest of the world is decidedly NOT epic level, which means resources are scarce. In my game, the group found a million adamantine daggers. Sounds like a trove, but they can only use up to 10 at once (one per hand), and no one in the setting can afford to buy them; well, until they go looking for characters, some of whom may be nefarious.</p><p></p><p>4) Disjunction is the ultimate equalizer. Don't like fly spells? Disjunction. Don't like their piles of items? Disjunction. Want to really get them? Disjuction-casting Sorcerer.</p><p></p><p>5) Weird materials for overcoming DR really helps. I had a foe whose only weakness was non-magical steel. They couldn't do anything worthwhile, didn't figure it out... and then I used disjunction on a sword, which promptly killed my guy. The only drawback! Anyhoo, the more unusual the better. Get creative.</p><p></p><p></p><p>I assume they'll kill everything in every encounter. If they don't, bonus: they'll have that foe left over to join the BBEG in the next room!</p><p></p><p></p><p>PFRPG: Nothing to say, really. We've had one combat. The wizard used disintegrate over and over. We'll see what's going to happen down the road, I guess.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5508868, member: 51930"] Yep, that's me. I try not to sweat the small stuff, and go with the flow. I encourage players to do things like have fortresses and travel the planes, and base the adventure around them. The idea that freaks DMs out about high level seems to be their resources and power level. For my campaign I decided that it was a good thing for the adventure: they have no one else to turn to. 1) they can only do one thing a round, usually. Ergo have several distractions and you'll be fine. 2) BBEG is at least as powerful as they are, and has all their resources and more. This includes Wish spells, really. 3) the rest of the world is decidedly NOT epic level, which means resources are scarce. In my game, the group found a million adamantine daggers. Sounds like a trove, but they can only use up to 10 at once (one per hand), and no one in the setting can afford to buy them; well, until they go looking for characters, some of whom may be nefarious. 4) Disjunction is the ultimate equalizer. Don't like fly spells? Disjunction. Don't like their piles of items? Disjunction. Want to really get them? Disjuction-casting Sorcerer. 5) Weird materials for overcoming DR really helps. I had a foe whose only weakness was non-magical steel. They couldn't do anything worthwhile, didn't figure it out... and then I used disjunction on a sword, which promptly killed my guy. The only drawback! Anyhoo, the more unusual the better. Get creative. I assume they'll kill everything in every encounter. If they don't, bonus: they'll have that foe left over to join the BBEG in the next room! PFRPG: Nothing to say, really. We've had one combat. The wizard used disintegrate over and over. We'll see what's going to happen down the road, I guess. [/QUOTE]
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