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I'm *so* looking forward to high-level D&D
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<blockquote data-quote="DM_Matt" data-source="post: 1428475" data-attributes="member: 1213"><p>High-level DND is awesome when you get the hang of it, particularly if you like high fantasy. My highly-optimized party just got to 15th level, and they are roughly as powerful as the Justice League. I've gotten to the point where I can set up encounters that push them to the edge of TPK and in the end everyone survive...with open die rolls.</p><p></p><p>Stuff to remember:</p><p>1. Make sure your characters have everything calculated out ahead of time. Every reasonable combination of buffs must be listed on the character sheet.</p><p>2. To keep high-level play less especially deadly, consider making characters die at -Con instead of -10</p><p>3. Embrace divination. If they use it, design mysteries to require it, and cause baddies to take countermeasures. Not only lead shielding and such, but rather deeds that will mislead the PCs when they asks obvious questions or scry.</p><p>4.Don't be shy. Especially if your players are really good at strategy and making versatile characters, what they will be able to beat will surprise you.</p><p></p><p>Some of what my party has done in the last few sessions:</p><p>1. Activated an ancient artifact that allowed them to see anywhere in space and time, but that in return awakened the tarrasque. Meanwhile, the descendants of its creators, ancient extraplaner beings of great power, come back to claim it.</p><p>2. Used Control Weather to hold the Tarrasque in check with tornados for three days while an island was evacuated, but not before defeating a Cloud Dragon that was using its own weather control to counter them in an entirely aerial battle.</p><p>3. A monk disguised as a mage defeated a Dark Ghale Eldarin solo while only being able to use Freezing the Lifeblood while saying the words for hold person, so as not to blow his cover.</p><p>4. Defeat a Master of the Unseen Hand (Telekinesis Specialist), a Fire Shujenja, and a Werebear Reaping Mauler, all with Imp. Invis. on them, ravaging a naval shipyard with all sorts of throwable boxes, exploding powder magazines, civilians, and water hazards.</p><p>5. Fought a dragon in an ice cave. A frost worm was in the cavern, which was barely big enough to contain its death explosion. If the dragon hit the ceiling, stalagtites would rain down on the party. If he hit it again, it would crack and an Elder Black Pudding will fall down. When the pudding started eating the Worm, the cleric stood her ground, cast protection spells, and let the cavern collapse on her and the dragon...She lived, it didn't.</p><p>6. Tricked a devil of extreme power (CR21 v L14 party, with reenforcements making there 8 of them) to come to a specially prepared building to assassinate someone who wasn't really there, then ambushed and killed her, altohugh not before 3 of their 4 allies were slain.</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 1428475, member: 1213"] High-level DND is awesome when you get the hang of it, particularly if you like high fantasy. My highly-optimized party just got to 15th level, and they are roughly as powerful as the Justice League. I've gotten to the point where I can set up encounters that push them to the edge of TPK and in the end everyone survive...with open die rolls. Stuff to remember: 1. Make sure your characters have everything calculated out ahead of time. Every reasonable combination of buffs must be listed on the character sheet. 2. To keep high-level play less especially deadly, consider making characters die at -Con instead of -10 3. Embrace divination. If they use it, design mysteries to require it, and cause baddies to take countermeasures. Not only lead shielding and such, but rather deeds that will mislead the PCs when they asks obvious questions or scry. 4.Don't be shy. Especially if your players are really good at strategy and making versatile characters, what they will be able to beat will surprise you. Some of what my party has done in the last few sessions: 1. Activated an ancient artifact that allowed them to see anywhere in space and time, but that in return awakened the tarrasque. Meanwhile, the descendants of its creators, ancient extraplaner beings of great power, come back to claim it. 2. Used Control Weather to hold the Tarrasque in check with tornados for three days while an island was evacuated, but not before defeating a Cloud Dragon that was using its own weather control to counter them in an entirely aerial battle. 3. A monk disguised as a mage defeated a Dark Ghale Eldarin solo while only being able to use Freezing the Lifeblood while saying the words for hold person, so as not to blow his cover. 4. Defeat a Master of the Unseen Hand (Telekinesis Specialist), a Fire Shujenja, and a Werebear Reaping Mauler, all with Imp. Invis. on them, ravaging a naval shipyard with all sorts of throwable boxes, exploding powder magazines, civilians, and water hazards. 5. Fought a dragon in an ice cave. A frost worm was in the cavern, which was barely big enough to contain its death explosion. If the dragon hit the ceiling, stalagtites would rain down on the party. If he hit it again, it would crack and an Elder Black Pudding will fall down. When the pudding started eating the Worm, the cleric stood her ground, cast protection spells, and let the cavern collapse on her and the dragon...She lived, it didn't. 6. Tricked a devil of extreme power (CR21 v L14 party, with reenforcements making there 8 of them) to come to a specially prepared building to assassinate someone who wasn't really there, then ambushed and killed her, altohugh not before 3 of their 4 allies were slain. [/QUOTE]
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