D&D 5E How do you keep your players going from "goblins to gods" in your games?

Corpsetaker

First Post
What I mean by that is: how do you keep your players going from killing goblins to killing gods? How do you tone down the encounter treadmill? Example: My players get tired of the same old starting out at 1st level and killing things like kobolds and goblins and then as they gain levels the encounters have to become bigger and badder. They like to dungeon crawl and explore without making a massive impact on the world as a whole. They have no interest in fighting gods and primordials, they just want to continue fighting normal creatures with maybe the highest being "a" dragon. How do you progress your players without bringing out the big guns?
 

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Run shorter games. I like running for 3rd to about 8th. No more than a 6 level or so span for a campaign.
 



what level do you speak of?

if they are level 17+ all but most powerfull of dragons will be trivial to them.

up to level 12 maybe you can challenge them by "mundane" monsters, goblins, orcs, lower undead if they are in hordes of commanded by someone very powerfull.

Maybe they have stepped on too many necks and some organisation wants them dead. If they are 12th level, send after them a party of 10th level NPCs. number of npcs equal to party number.

send them after to shutdown local network of an evil organisation.

and ofcource bounded accuracy is your friend.
 

But my guys don't enjoy character hopping. They want to continue all the way to 20.
It's almost impossible to dungeon crawl at levels in the teens. You're just too powerful. Only way I can see to do it is to take stronger creatures and reskin them as weaker ones.
 

Use a setting with a lower power curve expectation, like Primeval Thule (the upcoming Ravenloft stuff might do it too). Massively restrict the flow of money and magic items into the hands of your players. Radically slow down the leveling rate for the characters.
 


Ruduce the xp you hand out/increase the amount needed. IMO 5e gives way too much xp. AND requires too little to advance.

Control what items are available. Yes, this starts primarily with magic items (especially weapons/armor), but it also applies to access to spells learned for wizard types, mundane plate armor, etc.

Slow down the rate of healing.

Get rid if cantrips that do damage (or greatly reduce that damage).

If the party isn't invulnerable AC/save wise, doesn't possess plentiful ways to slaughter foes within the 1st two rounds, and can't insta-heal the games more challenging.

Oh, and just don't throw gods at them.
 

Ruduce the xp you hand out/increase the amount needed. IMO 5e gives way too much xp. AND requires too little to advance. Control what items are available. Yes, this starts primarily with magic items (especially weapons/armor), but it also applies to access to spells learned for wizard types, mundane plate armor, etc. Slow down the rate of healing. Get rid if cantrips that do damage (or greatly reduce that damage). If the party isn't invulnerable AC/save wise, doesn't possess plentiful ways to slaughter foes within the 1st two rounds, and can't insta-heal the games more challenging. Oh, and just don't throw gods at them.
I do some of those such as with healing, magic items, and cantrips. I only allow 5 cantrips per day. You are right about XP. I was thinking about writing up an alternative XP chart. Not sure where I read this but someone mentioned giving out XP for a variety of things and then putting it in a pool and distributing it out evenly.
 

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