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How viable is 5E to play at high levels?
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<blockquote data-quote="Helldritch" data-source="post: 7213440" data-attributes="member: 6855114"><p>My thoughts exactly. But, at the same time, we are in an era where communication goes fast. It is possible to issue errata in pdf forms that we can print and insert into our books. I do that systematicaly with the material that I and my players find satisfying for our table.</p><p></p><p></p><p></p><p></p><p>If not impossible...</p><p></p><p></p><p></p><p></p><p></p><p>So do I. And I fully agree on that one. Teleport as a "rechargable" move or bonus action? </p><p></p><p></p><p> </p><p>Right on point. Maybe it's time for a high level adventure to be printed out?</p><p></p><p></p><p></p><p>High level play has always been wonky for almost every game that I have been aware of or in which I played.</p><p>D&D is no exception. White Wolf game system breaks down pretty fast when the number of dice rise a bit too high. Rôle Master was almost a nightmare to manage with all its tables. Palladium gets really strange at level 10 and more (but is still one of my favourite game system). Call of Cthulhu had its flaws too. GURPS was not different either. In fact, only Paranoia was safe to handle at all level (Death was soooo fast...).</p><p></p><p>Point is, live with it. Hawkeyefan is right. You don't like a monster? Tweak it to suit your tastes. Its really easy and it can be done on the fly. The monster is going down too fast? Here is a trick I used.</p><p></p><p>The "whatever" is almost dead. On the wall behind it, you see a strange tiny idol starting to pulse with an eery red light. Whisps of smoky red light moves toward (the whatever) and surounds it. You see the wounds of the (whatever) closing before your eyes. The (whatever) bursts with an evil laughter. "You thought that I would be so easy to defeat? I was merly toying with you worms!"</p><p></p><p>Is that fair? Who cares. It makes for quite a memory. After that, it gave me the job to find what was that damnable idol, where it came from and who made it and why? Because with the kind of players I have, I better be ready to back up my excentricities...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7213440, member: 6855114"] My thoughts exactly. But, at the same time, we are in an era where communication goes fast. It is possible to issue errata in pdf forms that we can print and insert into our books. I do that systematicaly with the material that I and my players find satisfying for our table. If not impossible... So do I. And I fully agree on that one. Teleport as a "rechargable" move or bonus action? Right on point. Maybe it's time for a high level adventure to be printed out? High level play has always been wonky for almost every game that I have been aware of or in which I played. D&D is no exception. White Wolf game system breaks down pretty fast when the number of dice rise a bit too high. Rôle Master was almost a nightmare to manage with all its tables. Palladium gets really strange at level 10 and more (but is still one of my favourite game system). Call of Cthulhu had its flaws too. GURPS was not different either. In fact, only Paranoia was safe to handle at all level (Death was soooo fast...). Point is, live with it. Hawkeyefan is right. You don't like a monster? Tweak it to suit your tastes. Its really easy and it can be done on the fly. The monster is going down too fast? Here is a trick I used. The "whatever" is almost dead. On the wall behind it, you see a strange tiny idol starting to pulse with an eery red light. Whisps of smoky red light moves toward (the whatever) and surounds it. You see the wounds of the (whatever) closing before your eyes. The (whatever) bursts with an evil laughter. "You thought that I would be so easy to defeat? I was merly toying with you worms!" Is that fair? Who cares. It makes for quite a memory. After that, it gave me the job to find what was that damnable idol, where it came from and who made it and why? Because with the kind of players I have, I better be ready to back up my excentricities... [/QUOTE]
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