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Let's talk about actually *creating* high-level content.
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<blockquote data-quote="Asisreo" data-source="post: 8218762" data-attributes="member: 7019027"><p>To give background, the dragon is too lazy to have actually set anything up. The acidic lakes were there before he was, he just decided it was the best place to settle down (acid immunity and puddings don't bother him any). </p><p></p><p>The antimagic and wildmagic zones are always more frequent the closer they are to the inner planes. They aren't going to be placed particularly well, but the dragon does put his treasure in these zones to prevent them from being stolen. </p><p></p><p>The dragon doesn't expect intruders so he's not particularly alert but he's not aloof. If they get too close, things could go wrong. </p><p></p><p>But ultimately, the dragon's tactics will be about diving in and out of the acid and perhaps dragon characters down alongside them. 10d10 is considered "dangerous" damage at this level but its definitely significant enough to do serious damage. </p><p></p><p>Oh, I forgot to mention its a DC 16 con save for half-damage so its not like a guaranteed 10d10 every round: certain characters might have the proficiencies to mitigate and the armor basically reduces the damage from 55 all the way down to 13 per round which isn't horrible. </p><p></p><p>But that's what I think is very cool about it. If the party keeps their eyes up, they should be able to get through it quite easily. The difference is that unlike Disintegrate spam, the players had to use tools they both earned and built skillfully. </p><p></p><p>That's my favorite part of high-level D&D and its where I derive the most pleasure: when they say "Woo! That was awesome! I can't believe we beat it!" Even when they never dropped below half-HP.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8218762, member: 7019027"] To give background, the dragon is too lazy to have actually set anything up. The acidic lakes were there before he was, he just decided it was the best place to settle down (acid immunity and puddings don't bother him any). The antimagic and wildmagic zones are always more frequent the closer they are to the inner planes. They aren't going to be placed particularly well, but the dragon does put his treasure in these zones to prevent them from being stolen. The dragon doesn't expect intruders so he's not particularly alert but he's not aloof. If they get too close, things could go wrong. But ultimately, the dragon's tactics will be about diving in and out of the acid and perhaps dragon characters down alongside them. 10d10 is considered "dangerous" damage at this level but its definitely significant enough to do serious damage. Oh, I forgot to mention its a DC 16 con save for half-damage so its not like a guaranteed 10d10 every round: certain characters might have the proficiencies to mitigate and the armor basically reduces the damage from 55 all the way down to 13 per round which isn't horrible. But that's what I think is very cool about it. If the party keeps their eyes up, they should be able to get through it quite easily. The difference is that unlike Disintegrate spam, the players had to use tools they both earned and built skillfully. That's my favorite part of high-level D&D and its where I derive the most pleasure: when they say "Woo! That was awesome! I can't believe we beat it!" Even when they never dropped below half-HP. [/QUOTE]
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Let's talk about actually *creating* high-level content.
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