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How viable is 5E to play at high levels?
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<blockquote data-quote="Helldritch" data-source="post: 7233785" data-attributes="member: 6855114"><p>Standard rule for rest. Ok.</p><p></p><p></p><p></p><p></p><p>Yeah, most of these need a bit more work to be balanced ok. </p><p></p><p></p><p></p><p></p><p>This is the whole point of the dungeon. Not sounding the general Alarm. </p><p></p><p></p><p></p><p>You should not. In my campaigns, players are warned about the 6-8 encounter per day. They do not know the exact amount of encounters but they know that too soon a rest will incur a "random" encounter. The first one is usualy easy and the second is harder and so is the third... up to deadly. Some people will flame me here for doing that but it worked. Now players are trying to manage their resources a lot more and I don't have to rely on Deadly encounters all the time in my adventure design to challenge them.</p><p></p><p></p><p></p><p>More or less the same type of monsters. No casters, no roguish type. But that is to be expected in this module. The Fire Giant part is way better. Add in a cleric or two to dispel party's buff and you might get surprised. My players are litteraly terrified of enemy spell casters. Counter spell and dispel magic are quite dangerous.</p><p></p><p></p><p></p><p>Ouch... At least they will be limited to 3 </p><p></p><p></p><p></p><p>Ok with that. I personally use hero points, flanking and almost all of what is in the DMG.</p><p></p><p>I'm currently working night shift, I'll try to bring something up front in the next few days as I do not have the time to search through my papers for some time.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7233785, member: 6855114"] Standard rule for rest. Ok. Yeah, most of these need a bit more work to be balanced ok. This is the whole point of the dungeon. Not sounding the general Alarm. You should not. In my campaigns, players are warned about the 6-8 encounter per day. They do not know the exact amount of encounters but they know that too soon a rest will incur a "random" encounter. The first one is usualy easy and the second is harder and so is the third... up to deadly. Some people will flame me here for doing that but it worked. Now players are trying to manage their resources a lot more and I don't have to rely on Deadly encounters all the time in my adventure design to challenge them. More or less the same type of monsters. No casters, no roguish type. But that is to be expected in this module. The Fire Giant part is way better. Add in a cleric or two to dispel party's buff and you might get surprised. My players are litteraly terrified of enemy spell casters. Counter spell and dispel magic are quite dangerous. Ouch... At least they will be limited to 3 Ok with that. I personally use hero points, flanking and almost all of what is in the DMG. I'm currently working night shift, I'll try to bring something up front in the next few days as I do not have the time to search through my papers for some time. [/QUOTE]
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How viable is 5E to play at high levels?
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