How to get to 50th level?


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Creamsteak said:
How do you devour a whole island? They aren't exactly floating...

Perhaps they are. Not my game world so I don't know. Maby the sharks eat the memory of the isand. When the universe no longer remembers the island it never existed.
 


One interesting plot might be to have the PCs remove the nine hells. That would keep 'em busy at least until they decided to settle down and retire to some demi-plane somewhere.

Of course, even that has its repurcussions, because then the abyss would get too powerful, and they'd have to step in and stop that onslaught then. Although, I suspect by about level 3, the celestials would swoop in and disapprove of what they were doing, for the sheer planar balance problems it would cause.
 




olethros said:
What's the CR of Lolth or Hextor?

:D
For most deities, probably ca. 40-60 from class levels, plus lots more for divine powers (and 20 outsider HD).
 
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Between monster advancement, class levels, and templates, there's more than enough ways to keep people busy to 50th level and beyond.

I'm always surprised by people saying that the game gets boring after 12th level or so - but then I read their comments and I see things like "same old" and "deja vu" and I wonder what style of games they play. Yeah, dungeon hacking could get pretty dull after 12 levels (but I'd find it dull enough that I wouldn't want to restart). By that time, though, I've found that the characters are generating their own plots, with ambitions, old enemies, new enemies, political involvement...well, read Sepulchrave's story hour and tell me that's "same old".

J
 

Epic Level Play

I DM a campaign with players of 80th-level and NPCs of up to 100th-level (and critters of up to CR 180).

Handling XP: I award XP both for combat encounters and roleplaying encounters. This makes epic level play appealing for both player types.

Challenges: As someone else pointed out, advancement and templates and levels in classes are important components for making monsters a suitable challenge. As is home brewn creations. I create unique monsters for my epic level players (blood golems, vampire vines, horned skeletons, shadow-wraiths, vile dryads, black nymphs, horrible mutations, the living dead) as well as utilizing near deity-like beings (zero rank godlings or fiends with up to 5 divine ranks).

But more importantly, the whole setting most acommodate for epic level play, or else it gets boring pretty fast.

Epic organisations are a must, as is planar villainous factions. Gods and their followers take a high seat at the challenge table.

The best way to keep epic level play truly challenging can be summed up into one single word:

intrigue.
 

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