How do you DM High level and stay sane?! (Piratecat help!)

This is probably cheating, but here's what I do:

I just make npcs up on the fly. I know what the attack bonus for a 12th level barbarian should be (+8 str while raged, +12 bab, +3 weapon, for example: +23/+18/+13) approximately so I just kind of make them up as I need them.

A 7th level fighter in my notes might look like this:
"Ac 22, +15/+10, 2d6+9, Fort +9, Ref +4, Will +5, great cleave, combat ref and improved initiative"

I can have a 19th level wizard ready to go in a few minutes by figuring out his spell DCs, what type of magic he uses (necromancer, summoner, fireball-slinger, and illusionist/enchanter are my chief NPCs), what AC he has (29) and what buffs he has (mirror image, displacement and stoneskin).

It may seem unfair and inconsistent, but not obsessing over details or overplanning can give you the flexibility you need to make a game more or less challenging on the fly. I usually have at best a good idea of what the character is capable of -- their concept winds up being way more important (will they flee? barter? Will they let the PCs have an out if they get spanked? What cool and interesting methods do they use?).

A lot of GMs will simply have everything planned and statted out, but I find my players are often too good or too unlucky or too lucky for that to make a fun game. I find my willingness to fudge dierolls to make a better game makes an even better game when I can fudge stats or prepared spells or whatever.

I don't want you to think the game is entirely arbitrary based on my whims, but there is sometimes a little bit of that. I set obstacles, challenges, and so forth, of a certain approximate difficulty and then see what needs tweaking, mainly.
 

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Monsters out of the book are great helps to not having to prep too much. MMII and Monsters of Norrath both have lots of good high CR monsters that you can throw at a high level party without advancing HD or adding templates or class levels.
 

The schtick angle is important!

Keep in mind that most of the combatants should be characterized by 1 (or 2) favorite tactic(s). That may not be optimal choices in every situation, but you will never have the time to try of outthink the PCs with the mooks anyway so do not even try. On the plus side, it means you focus the NPC's feats/items into a very simple theme with the minimal work. Furthermore, the players will feel clever for sussing out an NPC's schtick an obliterating them with a clever countertactic. Good!

Concentrate your actual brain power on just one or two NPCs. If you can play these guys decently, pat yourself on the back. Everyone is an expendable distraction for the players to have fun crushing. And even these NPCs should have a short short list of favorite tactics. "If is doubt, he will do X."
 


"Flood Season" IMO marks the beginning of the truly deadly combats in SCAP. How far into it are you?

You can say that again.

We had a near TPK fighting Triel. (The one door they DON'T check for traps, and they stumble into the baddies lair...)

Rutger, the tank swashbuckler got stuck in the revolving-door trap, and Triel had free rein to beat the snot out of him.

As a last resort, the party threw their entire "Necklace of Fireballs" (obtained from one of the earlier dungeons) into the room. The door absorbed a fair amount of the damage, fortunately, but everyone (the party and the enemy) was in bad shape after that (expect for Farwall the rogue).

Rutger, Nytrea the sorceress, and Nikolai the death-cleric went down, leaving the Pirate and the Rogue alone vs. Triel. The swahsbuckler managed to harpoon Triel with "Morkoths Bane" (a masterworked harpoon he had specially crafted, with a tooth from the Morkoth on the tip), leaving her at very few hit points.

Faced with healing herself or likely taking down someone, she turned on Captain Aaron, and critted him, killing him in one blow.

Farwall barely won initiative, and the fight ended as Farwall YANKED the harpoon out of her leg, felling her in the process. Unfortunately, that was also the final round for Nikolai who failed his stabilization roll....

So, two PC deaths out of a party of 5, thanks to good playing (and a healthy dose of good luck) from the PC's. Could've been MUCH worse.
 

ShadowDenizen said:
We had a near TPK fighting Triel. (The one door they DON'T check for traps, and they stumble into the baddies lair...

You too, eh? We were all set to go rest up and someone said "one more room", so we did... our primary fighter got stuck in the door and everything went downhill from there. Up till that door the Rogue had searched everything...
 

Piratecat said:
Mallik said:
I just make npcs up on the fly.
Me too. As long as you're consistent, this is a great technique. Monte Cook had an EXCELLENT column about this in Dungeon a few months ago.
Me three.

A quick thumb through the prefab DMG NPCs (or, better still, the PrC examples in the Complete books or NPCs from Dungeon) will give you an idea of the appropriate attack, damage, AC, saving throw, key skill values, and two to three "cool powers" for iconic NPC types (spellcaster, tank, skill monkey, assassin, etc.). Just apply those as needed. As I said before, I prefer statting up a bunch of prefab NPCs and just dropping them in, but it's easy enough to just make them up as you go.
 

The best way to get better at high level combat is through practice. Members of my group used to death match high level stuff just for fun using the pre-generated NPC's against monsters on days when we were hanging out but not actually playing a game.
 

One thing I also like doing is seeing how much damage I can do with lower CR encounters. Lower CR encounters have less bookwork, so i spend more time on tactics. Its fun for me to see how far some 8-10th level guys can go against a 15th level party when I: change the terrain, add a status effect, add surprise, etc.
 

I've been running a high-level campaign for several years now (currently at 24th level) and find it no harder than it was at low levels. The main difference now is that I need to know alot about a small number of encounters, whereas at the low levels I had to know about a lot of encounters.

My best piece of advice: rewrite the major foes with a stat block that works for you. If the one they present works for you, great! For me, I like a different format. I like to work any spells they'd probably have cast in advance (or in the first few rounds of combat) into the stat block. I find it easier to remember that he hasn't cast unholy aura yet and can yank out its effects easier than remembering to work it all in for the duration of the battle.

I also like to write all over the monster's "character sheet", noting durations of effects, etc. I can't stomach defacing my magazines. :)

Hang in there and find a system that works for you, and I think you'll find high-level play very rewarding.
 

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