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Level 20 How?
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<blockquote data-quote="Prakriti" data-source="post: 6956124" data-attributes="member: 6855149"><p>In AD&D, the game pretty much turned into kingdom-management after level 9. You gained followers and a stronghold, and you ruled the land, expanding your kingdom, stocking your castle, eliminating threats, growing your treasury, etc.</p><p></p><p>5E doesn't have that assumption, and I find it a little disorienting, especially since my players have rejected all offers to settle down. At level 15, they've finished 2 campaigns now, and every time a powerful monarch has offered them "Anything within my power to grant," they've turned down land and a stronghold in favor of yet another magic item.</p><p></p><p>This is a problem because, even with <em>Tome of Beasts</em> and <em>Volo's Guide to Monsters</em>, there aren't enough high-level threats to fill out a typical adventure for high-level characters. That seems to be what my players want, though -- more of the same, just with stronger foes. Since the game doesn't really support that option, I've just been creating my own monsters.</p><p></p><p>So, the first thing I would do is offer your players a different style of gameplay. Dangle a castle in front of their faces and see if they bite. If they do, then give them opportunities to expand it (put some dungeons conveniently nearby with fabled treasure hoards) and stock it with cool new artifacts and magic items. Throw in some dwarven architects with big ideas to get the creative juices flowing (maybe they'll want a teleportation chamber or a shrine). Make them defend the castle against occasional assaults. Have emissaries visit with offers of peace or trade deals. Threaten them with war. Etc. etc.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 6956124, member: 6855149"] In AD&D, the game pretty much turned into kingdom-management after level 9. You gained followers and a stronghold, and you ruled the land, expanding your kingdom, stocking your castle, eliminating threats, growing your treasury, etc. 5E doesn't have that assumption, and I find it a little disorienting, especially since my players have rejected all offers to settle down. At level 15, they've finished 2 campaigns now, and every time a powerful monarch has offered them "Anything within my power to grant," they've turned down land and a stronghold in favor of yet another magic item. This is a problem because, even with [I]Tome of Beasts[/I] and [I]Volo's Guide to Monsters[/I], there aren't enough high-level threats to fill out a typical adventure for high-level characters. That seems to be what my players want, though -- more of the same, just with stronger foes. Since the game doesn't really support that option, I've just been creating my own monsters. So, the first thing I would do is offer your players a different style of gameplay. Dangle a castle in front of their faces and see if they bite. If they do, then give them opportunities to expand it (put some dungeons conveniently nearby with fabled treasure hoards) and stock it with cool new artifacts and magic items. Throw in some dwarven architects with big ideas to get the creative juices flowing (maybe they'll want a teleportation chamber or a shrine). Make them defend the castle against occasional assaults. Have emissaries visit with offers of peace or trade deals. Threaten them with war. Etc. etc. [/QUOTE]
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