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How To Make High Level 5E Work.For You +
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<blockquote data-quote="Aurel Guthrie" data-source="post: 9793694" data-attributes="member: 7037390"><p>Talk to your players about the high level options they're getting and what they plan to do with them.</p><p></p><p>Example. Your player's wizard is getting Teleport. Ask them to tell you in advance when they want to use it, and where they're going so you can prepare. If they tell you they're teleporting to X city next session, you will at least not be blindsided. You can also offer your perspective and let them know you prepared the adventure to go in X direction and teleporting across the world would derail that. Work together with your players! It's ok to pull back the curtain from time to time.</p><p></p><p>About martial/caster disparity at higher levels, If your casters keep getting world-altering abilities, talk to your martials to see how they feel, and don't be afraid to give them some magic items or boons if they suddenly feel underpowered in comparison I'm personally a fan of giving martials an extra attunement slot at levels 9, 13, and 17. This is obviously not a solution that will work for every group though!</p><p></p><p>Sometimes it's less about damage and more about feeling unimportant. A big part of the disparity is the effect a character can have on the world at large. When the casters are using multiple Sendings every day, resurrecting lore figures, planeshifting to different planes, it can stink when the best you can do is swing your sword. If your martials feel like they're not making a difference, consider working with them to see if you can give them some features that matter outside of combat.</p><p></p><p>Quick example I've seen before, giving the Rogue an "I know a guy" feature, where every time the party is in a new settlement they can say "I know a guy" that can help them with their current situation. Perhaps a thief sidekick that can aid the party, a magic item broker, a scholar that has information regarding a plot they've been trying to solve, etc.</p></blockquote><p></p>
[QUOTE="Aurel Guthrie, post: 9793694, member: 7037390"] Talk to your players about the high level options they're getting and what they plan to do with them. Example. Your player's wizard is getting Teleport. Ask them to tell you in advance when they want to use it, and where they're going so you can prepare. If they tell you they're teleporting to X city next session, you will at least not be blindsided. You can also offer your perspective and let them know you prepared the adventure to go in X direction and teleporting across the world would derail that. Work together with your players! It's ok to pull back the curtain from time to time. About martial/caster disparity at higher levels, If your casters keep getting world-altering abilities, talk to your martials to see how they feel, and don't be afraid to give them some magic items or boons if they suddenly feel underpowered in comparison I'm personally a fan of giving martials an extra attunement slot at levels 9, 13, and 17. This is obviously not a solution that will work for every group though! Sometimes it's less about damage and more about feeling unimportant. A big part of the disparity is the effect a character can have on the world at large. When the casters are using multiple Sendings every day, resurrecting lore figures, planeshifting to different planes, it can stink when the best you can do is swing your sword. If your martials feel like they're not making a difference, consider working with them to see if you can give them some features that matter outside of combat. Quick example I've seen before, giving the Rogue an "I know a guy" feature, where every time the party is in a new settlement they can say "I know a guy" that can help them with their current situation. Perhaps a thief sidekick that can aid the party, a magic item broker, a scholar that has information regarding a plot they've been trying to solve, etc. [/QUOTE]
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