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Community
General Tabletop Discussion
*Dungeons & Dragons
How do you keep your players going from "goblins to gods" in your games?
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<blockquote data-quote="Nickolaidas" data-source="post: 6841921" data-attributes="member: 6803584"><p>I'd like some clarification on your players' wants. When they mean 'goblins' and not 'Gods' what do they mean? For example, do they want goblins and not Gods because a goblin is, more or less, a melee attack each round, while a god is ability damage, massive spell pandemonium and generally, an unpredictable foe which can create longterm problems for the party? Do they fear godlike foes because of their complicated attack patterns or do they just find it cheesy and silly to fight gods as if they were a boss fight?</p><p></p><p>As for how long you can cut it ... well, the Yuan-ti is the strongest humanoid race in the MM with a single Yuan-ti abomination being CR7, which means that a large force of 6-7 Yuan-ti abominations should be able to create difficulty for players up to 10-11 level easily.</p><p></p><p>But your players seem to be creating a paradox. They don't want things to change, and on the other hand, they want to level up. Unfortunately, leveling up brings change, sooner or later. Wanting to keep going after orcs and goblins at level 12 is like training for the NBA ever since you were six, and when you reach that level you still want to go play basketball at kindergarten. It just doesn't work.</p><p></p><p>You can still keep it simple in campaign scope by dungeon crawling - have forgotten tombs with devils imprisoned inside, or haunted towers with a lich on top, making arcane experiments. It's simple if the players don't want the quest to involve kingdoms and bureaucracy - but the monsters have to bring bigger guns because the PCs themselves get bigger guns. It's called escalation.</p><p></p><p>If they don't want liches and archfiends, don't level them up past a certain level (say, 8). This, of course creates a major problem since most rpgs' philosophy is *built* upon level progression, but ... they can't have their cake and eat it too.</p><p></p><p>My two cents.</p></blockquote><p></p>
[QUOTE="Nickolaidas, post: 6841921, member: 6803584"] I'd like some clarification on your players' wants. When they mean 'goblins' and not 'Gods' what do they mean? For example, do they want goblins and not Gods because a goblin is, more or less, a melee attack each round, while a god is ability damage, massive spell pandemonium and generally, an unpredictable foe which can create longterm problems for the party? Do they fear godlike foes because of their complicated attack patterns or do they just find it cheesy and silly to fight gods as if they were a boss fight? As for how long you can cut it ... well, the Yuan-ti is the strongest humanoid race in the MM with a single Yuan-ti abomination being CR7, which means that a large force of 6-7 Yuan-ti abominations should be able to create difficulty for players up to 10-11 level easily. But your players seem to be creating a paradox. They don't want things to change, and on the other hand, they want to level up. Unfortunately, leveling up brings change, sooner or later. Wanting to keep going after orcs and goblins at level 12 is like training for the NBA ever since you were six, and when you reach that level you still want to go play basketball at kindergarten. It just doesn't work. You can still keep it simple in campaign scope by dungeon crawling - have forgotten tombs with devils imprisoned inside, or haunted towers with a lich on top, making arcane experiments. It's simple if the players don't want the quest to involve kingdoms and bureaucracy - but the monsters have to bring bigger guns because the PCs themselves get bigger guns. It's called escalation. If they don't want liches and archfiends, don't level them up past a certain level (say, 8). This, of course creates a major problem since most rpgs' philosophy is *built* upon level progression, but ... they can't have their cake and eat it too. My two cents. [/QUOTE]
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How do you keep your players going from "goblins to gods" in your games?
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