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How viable is 5E to play at high levels?
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<blockquote data-quote="Tormyr" data-source="post: 7211612" data-attributes="member: 6776887"><p>I think that might have a few too many moving parts to be reliable (though I could be wrong). So many feats do various amounts of additional damage from nothing (Skilled) to an extra PC worth of damage in ideal situations (GWM). Multiclassing can provide increases in combat or no additional combat effectiveness as well. Similarly with magic items.</p><p></p><p>I think @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801845" target="_blank">Oofta</a></u></strong></em> is closer to something that is going to be easier to make work because a DM adjusts it for their own party. If you want a calculator, you can look at the Excel spreadsheet I made. It smooths out the jumps that are otherwise in the calculations when adding PCs or monsters. Basically, if DM wanted to make an encounter hard for their level 16 party, but the party was very effective, the DM can make a hard encounter for a level 17 or level 18 party instead. The idea being that the effort is just that little bit more with each encounter.</p><p></p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186</a></p><p></p><p>The nice thing about working with a group for a while is that a DM gets a feel for how much added difficulty is need. Each time the party levels up, the power level creep is less than if the group just jumped into an adventure at the high level with all their cool stuff.</p><p></p><p>I get that you want to adjust CR of creatures, but I think adjusting the encounters is a more straightforward way to go here. It seems like there are too many variables otherwise, and the unmodified creatures can still be used when modifying the encounter.</p><p></p><p>That being said, I have successfully run solo encounters through the entirety of my Age of Worms campaign. What I did with the extra characters was add another 30 hp per PC (90 hp at CR 20 or higher). If the monster has legendary resistance, they could use an extra legendary resistance in place of one hp boost if it was needed.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7211612, member: 6776887"] I think that might have a few too many moving parts to be reliable (though I could be wrong). So many feats do various amounts of additional damage from nothing (Skilled) to an extra PC worth of damage in ideal situations (GWM). Multiclassing can provide increases in combat or no additional combat effectiveness as well. Similarly with magic items. I think @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801845"]Oofta[/URL][/U][/B][/I] is closer to something that is going to be easier to make work because a DM adjusts it for their own party. If you want a calculator, you can look at the Excel spreadsheet I made. It smooths out the jumps that are otherwise in the calculations when adding PCs or monsters. Basically, if DM wanted to make an encounter hard for their level 16 party, but the party was very effective, the DM can make a hard encounter for a level 17 or level 18 party instead. The idea being that the effort is just that little bit more with each encounter. [URL]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1186[/URL] The nice thing about working with a group for a while is that a DM gets a feel for how much added difficulty is need. Each time the party levels up, the power level creep is less than if the group just jumped into an adventure at the high level with all their cool stuff. I get that you want to adjust CR of creatures, but I think adjusting the encounters is a more straightforward way to go here. It seems like there are too many variables otherwise, and the unmodified creatures can still be used when modifying the encounter. That being said, I have successfully run solo encounters through the entirety of my Age of Worms campaign. What I did with the extra characters was add another 30 hp per PC (90 hp at CR 20 or higher). If the monster has legendary resistance, they could use an extra legendary resistance in place of one hp boost if it was needed. [/QUOTE]
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