ForceUser
Explorer
Ahoy again.
I am working on reviving a memorable campaign that stretched from D&D "2.5" to early 3.0. When the campaign ended the characters were on the verge of 11th level and I was having trouble adjudicating 3rd edition because I was so new to both it and high-level DMing in general. Since then I have ran numerous low-level campaigns and played in two games that went to high levels, so I can say that I have a pretty good grasp of 3rd ed. finally and that I at least understand the basic problems of high level DMing.
I am looking for advice going forward; I already have some pretty good ideas of how I want to handle some things, but I'm most concerned about handling creative uses of high-level powers on the fly. Among my players are three very crafty guys, each with a better understanding of 3E than me.
Here is the criteria for the advice I'm seeking: without suggesting I remove or limit any high-level (13th+) spells or abilities, what would you suggest I keep in mind while adjudicating high-level situations? Please understand that my number one concern is that the players have fun, followed by my concern that any rulings should be fair and logical. Are there any rules of thumb you can offer me for DMing high-level games? Any specific situations/spell combos I should be aware of and ready to deal with?
Thanks.
I am working on reviving a memorable campaign that stretched from D&D "2.5" to early 3.0. When the campaign ended the characters were on the verge of 11th level and I was having trouble adjudicating 3rd edition because I was so new to both it and high-level DMing in general. Since then I have ran numerous low-level campaigns and played in two games that went to high levels, so I can say that I have a pretty good grasp of 3rd ed. finally and that I at least understand the basic problems of high level DMing.
I am looking for advice going forward; I already have some pretty good ideas of how I want to handle some things, but I'm most concerned about handling creative uses of high-level powers on the fly. Among my players are three very crafty guys, each with a better understanding of 3E than me.
Here is the criteria for the advice I'm seeking: without suggesting I remove or limit any high-level (13th+) spells or abilities, what would you suggest I keep in mind while adjudicating high-level situations? Please understand that my number one concern is that the players have fun, followed by my concern that any rulings should be fair and logical. Are there any rules of thumb you can offer me for DMing high-level games? Any specific situations/spell combos I should be aware of and ready to deal with?
Thanks.

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