Considering people are always yapping on about casters' abilities to warp reality and how it increases with level (the ol' linear fighter/quadratic wizard chestnut), it's a particularly important principle to emphasize at high levels. Lower levels, when the power differential in that regard is lower, are better at taking care of themselves.I agree with all of this. Much of it is orthogonal to mechanics, though. If the fighter player wants his character to ascend to the throne, there is not much that the wizard can do to disrupt that through magic, I don't think. At best, GMs can remind players to respect one another's spotlight -- but that is true at all levels of play and not especially related to high level play, I don't think.
Fair enough. I am just having trouble imagining a concrete example of something that might occur in play. But, again, the overall point is good.Considering people are always yapping on about casters' abilities to warp reality and how it increases with level (the ol' linear fighter/quadratic wizard chestnut), it's a particularly important principle to emphasize at high levels. Lower levels, when the power differential in that regard is lower, are better at taking care of themselves.
Yeah the two most unbalancing things in the game are ridiculous ACs and ridiculous spell/abilities DCs. Both trivialize the game to one extent or another.High AC characters with a cloak of displacement suck. Fighters with high end magic armor, magic shields, and cloaks of displacement will annoy you. High AC is hard enough to hit without disadvantage in doing so - so you'll have to constantly work hard to strip that disadvantage from them to even that fight out a bit.
In general, PCs can accumulate some pretty substantial defensive gear over their levels. And that's good... to a point. There's a good reason defensive magic in the form of magic armor got a lot rarer in 5e than other editions. I think most people tend to worry about PCs having too much offense, but they can be unbalanced with defense as well.
This is really a tip for almost any game I've played. If your NPCs have too many abilities, you are going to forget some of them. Keep it simple and have some helpful pointers on when to use them. I think especially stuff that happens every turn like regeneration/fast healing can be easy to forget IMO.High level mosters can have a glut of abilities and features, bells and whistles, but too many in the same fight will almost gaurantee you will forget something as the GM that could have made the fight more interesting or tense. Thus, try to limit the amount of complicated monsters in fights. Scary-high and constant damage keeps the pressure on high-level PCs like nothing else.
I've also become a fan of not rolling damage for monsters at high levels; too many dice. The times I've used average damage went so much better/faster.
Related: In my Baldur's Gate II game, HP growth followed the 2e model. After level 10 you get 3, 2, or 1 hp per level based on your character class. Nobody's ever going to crack 200hp without an epic boon, and the casters are still a little under 100hp at level 17. This keeps the players from getting arrogant and just tanking multiple fireballs. The cleric was actually pretty happy to have a chance to pick up Absorb Elements (although it still wasn't enough to keep him from being basically one-shotted by Meteor Swarm when they ran into a serious spellcaster).High level characters put out a lot of damage. The easiest way to boost high level monsters is to boost their hit points so they last longer. I did a lot of this in my high-level campaign.
Enemies can get higher to-hits than PCs, and often have easier access to Pack Tactics.High AC characters with a cloak of displacement suck. Fighters with high end magic armor, magic shields, and cloaks of displacement will annoy you. High AC is hard enough to hit without disadvantage in doing so - so you'll have to constantly work hard to strip that disadvantage from them to even that fight out a bit.
In general, PCs can accumulate some pretty substantial defensive gear over their levels. And that's good... to a point. There's a good reason defensive magic in the form of magic armor got a lot rarer in 5e than other editions. I think most people tend to worry about PCs having too much offense, but they can be unbalanced with defense as well.
Enemies can get access to pack tactics but that ability tends to be given to lower-CR creatures - which is good. They'll need that to appropriately threaten PCs at lower levels. But by the time they're facing the high AC/displaced PC, they're often only hitting on 20s anyway. Higher CR monsters don't generally get pack tactics.Enemies can get higher to-hits than PCs, and often have easier access to Pack Tactics.
Notice we're seeing complaints about "fighters too hard to kill" and "fighters doing too much damage" here? 5e's higher levels are much more balanced than 3.5's were.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.