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Level 20 How?
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<blockquote data-quote="OB1" data-source="post: 6960917" data-attributes="member: 6796241"><p>[MENTION=9501]Prism[/MENTION] - That sounds like a great campaign! Really appreciate the actual play breakdown you gave. If I may, I think there are three really important rules for high level play that connect directly to your example that I'd like to highlight.</p><p></p><p>1. It's all about trust between the DM and Players. Playing in a level 20 campaign means having played for 200+ hours with a group, allowing for trust and chemistry to build up between everyone involved. A group with that much experience between them can jump right into a level 20 campaign, but I think it would be very difficult for 5 strangers to do so and have a good time. </p><p></p><p>2. Bounded accuracy still holds at level 20. 5e still works best when the party works as a Mission Impossible or Special Forces type group working deep in enemy territory to accomplish an objective. They can't fight the whole war, and the fewer encounters that turn to combat, the more likely they are to complete their true objective.</p><p></p><p>3. High CR monsters actively protect themselves against high level PCs. They employ powerful, corrupt magic users to protect them from teleportation, scrying, and a host of other tricks. They live on planes where they can have even greater control over the environment to give them every advantage possible over their enemies, and get into a direct confrontation only if there is no other choice. </p><p></p><p>I run a home brew that began in the Next playtest and currently has the PCs at level 12. I expect to bring the party up to level 20 in the next 18 months or so (if they don't do something stupid and get themselves TPKd first). It was right around level 10 when these three rules started becoming critical to my design. I've still been worried about it holding up as they get higher and higher in level, so your post gives me a lot of hope that I'm on the right track!</p></blockquote><p></p>
[QUOTE="OB1, post: 6960917, member: 6796241"] [MENTION=9501]Prism[/MENTION] - That sounds like a great campaign! Really appreciate the actual play breakdown you gave. If I may, I think there are three really important rules for high level play that connect directly to your example that I'd like to highlight. 1. It's all about trust between the DM and Players. Playing in a level 20 campaign means having played for 200+ hours with a group, allowing for trust and chemistry to build up between everyone involved. A group with that much experience between them can jump right into a level 20 campaign, but I think it would be very difficult for 5 strangers to do so and have a good time. 2. Bounded accuracy still holds at level 20. 5e still works best when the party works as a Mission Impossible or Special Forces type group working deep in enemy territory to accomplish an objective. They can't fight the whole war, and the fewer encounters that turn to combat, the more likely they are to complete their true objective. 3. High CR monsters actively protect themselves against high level PCs. They employ powerful, corrupt magic users to protect them from teleportation, scrying, and a host of other tricks. They live on planes where they can have even greater control over the environment to give them every advantage possible over their enemies, and get into a direct confrontation only if there is no other choice. I run a home brew that began in the Next playtest and currently has the PCs at level 12. I expect to bring the party up to level 20 in the next 18 months or so (if they don't do something stupid and get themselves TPKd first). It was right around level 10 when these three rules started becoming critical to my design. I've still been worried about it holding up as they get higher and higher in level, so your post gives me a lot of hope that I'm on the right track! [/QUOTE]
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