hawkeyefan
Legend
[MENTION=6696971]Manbearcat[/MENTION] Be safe!
Coming into this one very late to the Party, but I have been running some 15th level adventures after just finishing a series of 10th levels one (my group is doing a flashback type adventure where we see the characters are various flavors of their career, 5th, 10th, 15th, and 20th).
So far my biggest note is.....5e characters are incredibly durable. At 5th they were already showing signs of being hard to kill, but by 10th I took the gloves off completely. One encounter I had planned to start a surprise ambush with 3 fireballs in a row (that negate fire resistance) just to get the party started....and my group ultimately came up none the worse for wear.
The big thing is that the instant death threshold is a joke at mid to high levels. When my spellcasters have 100 hp....nothing is going to kill them in a single hit. So it comes down to beating them up while unconscious to drive those death saving throws. This has lead me to find that a series of weaker attacks and area effects tend to be scarier than the big whammies....when your unconscious 5 damage or 50 is all the same.
So I generally agree that at high levels, monsters are really under CRed. But ultimately that is manageable if you account for it.
I also think high level monsters often aren't equipped to handle high level spells. Dragons are a great example. At mid levels a dragon is a credible threat. At high level, the most ancient red dragon can get locked up in a forcecage without doing a thing. Plane Shift is a very powerful way to knock out physical threats. I think that is fine for your regular monsters....but the big baddies need more mojo than they have currently.
So I generally agree that at high levels, monsters are really under CRed. But ultimately that is manageable if you account for it.
I also think high level monsters often aren't equipped to handle high level spells. Dragons are a great example. At mid levels a dragon is a credible threat. At high level, the most ancient red dragon can get locked up in a forcecage without doing a thing. Plane Shift is a very powerful way to knock out physical threats. I think that is fine for your regular monsters....but the big baddies need more mojo than they have currently.
The bigger problem is that high level monsters were not given much, if any, tools to prevent, mitigate or confound the player characters.But I do agree that those two spells are simply too powerful, especially for their level.
Such an item was mentioned earlier, and the mention was met with what seemed a good deal of support within the thread. I think that any such guidance is a good idea, and a worthwhile effort, but I can't say for certain if even those who would like to see it would be willing to pay for it, either here on ENWorld or through the DMsGuild.
Many folks will only accept "official" material, which is a big obstacle toward such a project. Maybe another thread with a poll asking if people would pay for such support is in order?
How big is your forcecage and how small are your dragons? An ancient red dragon is gargantuan which can be bigger than 20 by 20. Just say they don't fit. Of course they can still use their breath weapon through the bars even if they are trapped.
Plane shift is an issue, that's where legendary saves come in handy. Or just send the dragon back with a note pinned to it (written in abyssal) that says "I'm tired of your gifts. For the last time I am not interested!"![]()
All I can say is that the game clearly breaks down if you use the provided options in the PHB: multiclassing and feats. Also all the cool magic items in the DMG? Forget them if you want to use monsters as-is.
Sure all editions of D&D has become wonky at high levels, but after playing the game for twenty years it has never felt so... empty... like playing a game on easy mode.
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The monsters simply aren't equipped to cope with the player characters, that have more tricks than arguably ever. (Sure high-level wizards have been toned down, but how does that help when everybody in the party can toy with the opposition). They're far too naively designed, with very few built-in ways to work around or negate class abilities and spells.
The game (and now I mean "combat") works much better when there are at least as many bad guys in an encounter as heroes.
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I prefer to look it like this:
If we instead say 5th edition is Basic Dungeons & Dragons, perfectly suitable to welcome new players, and to play low- and medium-level content (where most people prefer to be anyway), it is an excellent edition.
All us grognards need now is an Advanced Dungeons & Dragons, with a bit more crunch-depth (meaning more ways to make your character mechanically richer than just mc & feats), but mostly with expert monster design in a completely new Monster Manual, so classic solo threats at every level (like a Hydra, or a Banshee, or the Gorgon, or a Marilith, or... you get the point, not just dragons)... actually challenge a party of five even if players are experiences gamers and use the provided crunchy bits and have feats, several classes, magic items and more![]()
My ideal, then, is an AD&D edition that remains 1000% compatible with the existing game, but with a brand new PHB, DMG and MM.
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I for one would love to hear someone relate their experiences with CR, XP budget and difficulty who isn't using magic weapons, or who is at least using them in a minimal sense... Maybe I've missed it in this thread but if so could someone point me to the post? I for one am a believer in magic items actually making characters better (which means yes they perform above the baseline the game expects) otherwise what's the point, if the challenge accounts for them then IMO they are little more than ornamentation. Thus I find it a little bit of a dichotomy for DM's to make the claim that CR is borked while handing out numerous and powerful magic weapons to their players... yeah it's easier, that's what magic weapons do make challenges in the game easier.