New to high-level DMing, would love advice [MY PLAYERS STAY OUT!]

ForceUser

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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. :cool:
 
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I'm back in the High Level PC/DM chair too. And though my players all got to start their PCs at 13th Level (so they are a lot less magic item heavy then if they had been played up to this level), I am starting to run into problems of challengeing vs. impossible encounters... Of course my players know how to run from the impossible encounters, but that's no fun for anyone...

With the crafty players, just be sure that they (and you) understand the spell/item descriptions. More often then not many players of high level PCs forget the small details to big spells (ie. casting times, spell focus items, etc...).

My biggest hurdle is remembering NPCs Feats and special abilities and when/how to make the most out of them. Becoming more and more familiar with the abilities is the only way I can see to overcome this. However, I am not the D&D rules machine that some DMs are. I can't quote pages and tables off the top of my head (not that the new revision helps that matter :) )...

That's my 2 cents
 

I have found that it is around this time that adventures start to affect empires, kingdoms and worlds (lower levels it was cities, towns and small groups of people) this means the party should be noticed as a resource. People they come into contact with would be powerful, reasons for adventures become more political, villians more in the grey.

Build your complex relationships, some of should of been building from the start of the campiagn, these are who are the bad guys, who they deal with, what are they after, how they interact with everyone. You have to start adding elements of a bigger picture and showing it to the players.
 

If you are the DM and its 3.0 i'd suggest first looking at all their characters just so you know what they have as a basis. I usually don't do this because I like a surprise but its good for someone who doesn't know what can be abused.

Giving us an idea of what each character is would help for ideas to give you to use.

Spells in 3.0 to worry about will be : polymorph other, haste, harm, death spells in general. All of these are huge combat ending spells in some way.

I'd suggest giving haste or haste items to any npc against them or he'll die quickly.

Use lots of buff spells on BBEG's like cat's grave/endurance/bull's str/protection from nrg/death ward/haste/mage armor/shield/divine favor/negative nrg protection/globes of invuln or spell turning or spell resistance/barkskin/invis or improved invis/energy buffer

Use nice spells like harm/enervate/polymorph other/dispel magic!!

Be a good book keeper.

use excel sheet printouts for rounds with characters their initiative and when things like aid/bless/haste wear off so they don't 'forget'. Same with things like summoned creatures.

Think up good tactics like mirror imaged vrock who wants to grapple, etc. Or a wizard who casts antimagic sphere on the big umber hulk or giant. SO they pc's have to fight them handicapped.
 


Eye Tyrant said:

My biggest hurdle is remembering NPCs Feats and special abilities and when/how to make the most out of them. Becoming more and more familiar with the abilities is the only way I can see to overcome this. However, I am not the D&D rules machine that some DMs are. I can't quote pages and tables off the top of my head (not that the new revision helps that matter :) )...

That's my 2 cents


I've been Dming for quite some time. Some went into high levels, some didn't.

My main thing when writing npcs and challenging encounters is that I set up 3-5 rounds of tactics. Then adjust in game for monster/npc reactions. IE if a pc mage is invisible and in round two someone notices, round 3 for that monster/npc would be different than the rest.

Most rules are easily remembered when you are not in the game, while in the game, make sure you put comments into the tactics area. like orc 1 fires arrows. orc 2 holds his action to fire until someone waves hands. orc 3 charges first guy. orc 4 casts bless on orcs. orc 5 casts sanctuary (add note here, usually drinking potions or buffing orcs)

tactics help.
 

sithramir: sure.

It's going to be a 32-point buy 3.5 campaign, and the characters will start as follows:

  • Hjorimir Geldarionsson, 11 Paladin of Hjaldamar, god of valor
  • Kaylin of Three River Valley, 11 Sorceress
  • Wodern Smithsson, 11 Fighter
  • Dymitri of Three River Valley, 5 Ranger/6 Akashic Archer (campaign-specific verison of the Arcane Archer)
  • Jurgen Kauptmann, 11 Rogue
  • Baldrek the Fair, hunchbacked 3 Cleric/3 Sorcerer/3 Mystic Theurge of Einnog tu Datha, god of mysteries
  • Ulfvir the Thamulian, 6 Wizard (Diviner)/3 Loremaster
  • And an as-yet-unnamed 9 Cleric of Votan (Odin)
Some of the characters are far over the recommended wealth for their level, but the items in question are story points that I'm not going to remove. Hjorimir's sword Maehdrothos, for instance, is an intelligent +2 axiomatic longsword with special powers (augury 1/day, disintegrate chaotic outsiders) and a special purpose (slay/defeat chaotic outsiders). Jurgen has a powerful magic ring that helps him sneak and hide, grants him darkvision 60 ft., and is inhabited by a ghost who is always trying to possess him. Some of the characters are at almost three times the normal wealth for a character of their level due to one or two powerful items that are important story-wise. These are definitely things I need to consider when crafting adventures.
 

Hmmm someone might recognize what they are using and want it. By hook, crook or spell, those items might be ...... "borrowed".
 

Some high level basics:

- don't put all your eggs into one basket. Meaning, don't expect the single BBEG at the end of your dungeon to really challenge a high level party. No matter how many hit points he might have, he's going down in 2 rounds max. Instead, give the BBEG numerous allies, and space out combat encounters. So, instead of filling a room with 20 mummies so that they can all die in round 1 by a delayed blast fireball, instead fill it with 10, and then add 5 new ones every round from the nearby hallways or doors, or whatever, so that the party is actually forced to fight them, or you coax your casters to burn up lots of spells taking them out.

Let the players drive the action, and don't be afraid to adlib. With things like teleport at their disposal, the party can be on the other side of the continent at a moment's notice. Don't be alarmed when they do that. Go with the flow.

Lastly, upgrade to the 3.5 rules. All (most?) of the really broken stuff that made a mockery of a high-level game in 3.0 has been fixed in 3.5. You'll thank yourself in the long run.
 

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