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I don't get high-level D&D (merged)
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<blockquote data-quote="Kradge" data-source="post: 1291365" data-attributes="member: 12321"><p><strong>High-level DnD</strong></p><p></p><p></p><p></p><p>Being a DM of a high-level game as well as playing in one I think I've got some insight into the problems you're talking about. The biggest reason people have trouble in high-level games is that they simply don't understand everything that can (and probably will) be going on in their world. High-level characters can do some pretty amazing things, but they've gained these powers over time, and the majority of them were approved by the DM, so there should be some familiarity with what the players can and can't do. So the real problem with the high-level play is in keeping up with the abilities of the players, and crafting adventures to challenge the players.</p><p></p><p>Some people have mentioned Piratecat's story hour as a good example of keeping up with a high level party. The example about divination and knowing what's going on but being unable to act directly to solve the problem, for fear of retaliation. Alot of that has to do with having good players (A DM's best friend) but it has just as much to do with preperation and dedication. I personnally look at Piratecat, Wizardru, (contact), and Sepulchrave's story hours and wonder how the heck they come up with the stuff they do. As a lazy DM I'm lucky that there's only one player in my campaign (my brother) and that he's content to be the Thieves-guild leader in Greyhawk. My high-level stuff doesn't have to take into account alot of the stuff Wizardru and the others do, but that has to do with the players. </p><p></p><p>Ok rambling off, the hear of what I was trying to get at is that if you've played with a group and have been able to not kill each other(IRL) through 20 levels, then you should be able to know the strengths of the party and challenge them anyhow.</p></blockquote><p></p>
[QUOTE="Kradge, post: 1291365, member: 12321"] [b]High-level DnD[/b] Being a DM of a high-level game as well as playing in one I think I've got some insight into the problems you're talking about. The biggest reason people have trouble in high-level games is that they simply don't understand everything that can (and probably will) be going on in their world. High-level characters can do some pretty amazing things, but they've gained these powers over time, and the majority of them were approved by the DM, so there should be some familiarity with what the players can and can't do. So the real problem with the high-level play is in keeping up with the abilities of the players, and crafting adventures to challenge the players. Some people have mentioned Piratecat's story hour as a good example of keeping up with a high level party. The example about divination and knowing what's going on but being unable to act directly to solve the problem, for fear of retaliation. Alot of that has to do with having good players (A DM's best friend) but it has just as much to do with preperation and dedication. I personnally look at Piratecat, Wizardru, (contact), and Sepulchrave's story hours and wonder how the heck they come up with the stuff they do. As a lazy DM I'm lucky that there's only one player in my campaign (my brother) and that he's content to be the Thieves-guild leader in Greyhawk. My high-level stuff doesn't have to take into account alot of the stuff Wizardru and the others do, but that has to do with the players. Ok rambling off, the hear of what I was trying to get at is that if you've played with a group and have been able to not kill each other(IRL) through 20 levels, then you should be able to know the strengths of the party and challenge them anyhow. [/QUOTE]
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I don't get high-level D&D (merged)
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