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How viable is 5E to play at high levels?
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<blockquote data-quote="Helldritch" data-source="post: 7215107" data-attributes="member: 6855114"><p>Rule read and fully understood. Much better than you it appears.</p><p>Read the post again. I was taking the Elf archer. Then proceed to say that the human fighter would fare much better. Up to what you have calculated. But he will need haste spells and potions to get to the 200+ damage range that you claimed earlier. The haste "trick" will be usable only 40 times (may a bit more with potions of youth) before the human character will simply drop to 16 strength du to his age. So in your example, only the elf can use the haste trick and it only bring him on par with a human shooting 4 arrows. And all that is assuming the archer being within 30 feet. Not many archers like that kind of closeness to combat.</p><p></p><p>More on Island of the ape</p><p></p><p>The Island of the ape was made especially with Monty Haul campaigns in mind. At the time, there were complains about balance (as ever in every editions). Gygax' answer was that module. It addresses a lot of things. Some are done with "elegance" others not so. But it did get the job done. It showed DM that you can always challenge your players if you want it. You just have to work a bit more in your adventures' design.</p><p></p><p>More over, most of your damage assumptions are either from a white room where the monsters are stupid and just wait to be killed or from a monty haul campaign. With a typical BBEG of that era, it will be met with allies, minions and possibly summons. In Demon web, you could make Lolth appear alone or with minions (demons and drow priestesses...). </p><p></p><p>The enemies are bound to use many tactics to deter the group. Dispel magic just to name that one. Globe of invulnerability, Force cage, Wall (dome) of force and so many others to count. A simple wall of fire shots down an archer. The arrows burn just by passing through the wall. Also, the Anti-magic shell would simply negate magic items of your characters. No more difficult AC for your players, no more astronomical damage output but some of the monsters might not be so adversly affected. Turning a paladin was a viable option. So many ways to shut down players without resorting to the Gygaxian ways that you despise so much. In all my years, in all my groups, I never met a single group that I could not shut down. And that is about more than a hundred different players and most of them in the 1e. </p><p></p><p>Ho I did heard claims that this or that group was invicible. I was often invited to host a game and every single time I slew the supposedly invicible party with one scenario or the other and often with monsters they had just slew by the hundreds in earlier sessions. When the players saw that they were slain with monsters 8 levels or more below theirs; they were often shocked and surprised (if not downright ashamed). Some DM even invited me to coach them. </p><p></p><p>And for our main topic.</p><p></p><p>1e was viable for high level campaign. 5e is also viable. Both requires some work to make it work. A DM must find a balance between shutting down players and letting them shine and do heroic things. It is a fine line to walk, I agree on that, but it can be done.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7215107, member: 6855114"] Rule read and fully understood. Much better than you it appears. Read the post again. I was taking the Elf archer. Then proceed to say that the human fighter would fare much better. Up to what you have calculated. But he will need haste spells and potions to get to the 200+ damage range that you claimed earlier. The haste "trick" will be usable only 40 times (may a bit more with potions of youth) before the human character will simply drop to 16 strength du to his age. So in your example, only the elf can use the haste trick and it only bring him on par with a human shooting 4 arrows. And all that is assuming the archer being within 30 feet. Not many archers like that kind of closeness to combat. More on Island of the ape The Island of the ape was made especially with Monty Haul campaigns in mind. At the time, there were complains about balance (as ever in every editions). Gygax' answer was that module. It addresses a lot of things. Some are done with "elegance" others not so. But it did get the job done. It showed DM that you can always challenge your players if you want it. You just have to work a bit more in your adventures' design. More over, most of your damage assumptions are either from a white room where the monsters are stupid and just wait to be killed or from a monty haul campaign. With a typical BBEG of that era, it will be met with allies, minions and possibly summons. In Demon web, you could make Lolth appear alone or with minions (demons and drow priestesses...). The enemies are bound to use many tactics to deter the group. Dispel magic just to name that one. Globe of invulnerability, Force cage, Wall (dome) of force and so many others to count. A simple wall of fire shots down an archer. The arrows burn just by passing through the wall. Also, the Anti-magic shell would simply negate magic items of your characters. No more difficult AC for your players, no more astronomical damage output but some of the monsters might not be so adversly affected. Turning a paladin was a viable option. So many ways to shut down players without resorting to the Gygaxian ways that you despise so much. In all my years, in all my groups, I never met a single group that I could not shut down. And that is about more than a hundred different players and most of them in the 1e. Ho I did heard claims that this or that group was invicible. I was often invited to host a game and every single time I slew the supposedly invicible party with one scenario or the other and often with monsters they had just slew by the hundreds in earlier sessions. When the players saw that they were slain with monsters 8 levels or more below theirs; they were often shocked and surprised (if not downright ashamed). Some DM even invited me to coach them. And for our main topic. 1e was viable for high level campaign. 5e is also viable. Both requires some work to make it work. A DM must find a balance between shutting down players and letting them shine and do heroic things. It is a fine line to walk, I agree on that, but it can be done. [/QUOTE]
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