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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="discosoc" data-source="post: 6842251" data-attributes="member: 6801554"><p>This problem is one of the reasons most AD&D 2nd Edition games sort of topped out by 12 or 13. It varied by PC, due to the leveling speed differences, but the designers there were quite aware of how limited the game gets beyond that. At least in terms of what challenges you face.</p><p></p><p>With 5e, there are some interesting problems with levesl 12+ as well. Like, if you want to make undead important parts of your campaign, you have tons of options from CR 1-5, and then nothing until CR 13+. There's this entire (pardon the pun) dead zone where you either throw a ton of weaker CR 5 guys that will get mowed down, or test the waters with a vampire encounter that may kill them. Interestingly, dragons have a smoother progression curve, with possible encounters starting at CR 1 (or 1/4 if you really want to include a pseudodragon) and up to 24.</p><p></p><p>Here's what I'd really love to see happen in a future edition: Instead of monsters having static CR's, have some range between the lowly and powerful versions of a monster. Like, goblins could have a base level CR 1/8, as well as a CR 1 and a CR 2 version as well. Same with generic NPC's like guards and gladiators and stuff. It seems weird that every Veteran is CR 3, for example. With a basic change like that, you could very easily populate a dungeon or campaign with higher level encounters that don't all involve wizards and fantastically "rare" monsters.</p><p></p><p>As one of my players put it, even a 15th level fighter should feel like going toe to toe with a raging orc is dangerous. That fighter shouldn't feel like they can just wade through an entire tribe of raging orcs without any problem.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6842251, member: 6801554"] This problem is one of the reasons most AD&D 2nd Edition games sort of topped out by 12 or 13. It varied by PC, due to the leveling speed differences, but the designers there were quite aware of how limited the game gets beyond that. At least in terms of what challenges you face. With 5e, there are some interesting problems with levesl 12+ as well. Like, if you want to make undead important parts of your campaign, you have tons of options from CR 1-5, and then nothing until CR 13+. There's this entire (pardon the pun) dead zone where you either throw a ton of weaker CR 5 guys that will get mowed down, or test the waters with a vampire encounter that may kill them. Interestingly, dragons have a smoother progression curve, with possible encounters starting at CR 1 (or 1/4 if you really want to include a pseudodragon) and up to 24. Here's what I'd really love to see happen in a future edition: Instead of monsters having static CR's, have some range between the lowly and powerful versions of a monster. Like, goblins could have a base level CR 1/8, as well as a CR 1 and a CR 2 version as well. Same with generic NPC's like guards and gladiators and stuff. It seems weird that every Veteran is CR 3, for example. With a basic change like that, you could very easily populate a dungeon or campaign with higher level encounters that don't all involve wizards and fantastically "rare" monsters. As one of my players put it, even a 15th level fighter should feel like going toe to toe with a raging orc is dangerous. That fighter shouldn't feel like they can just wade through an entire tribe of raging orcs without any problem. [/QUOTE]
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Community
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How do you keep your players going from "goblins to gods" in your games?
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