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Nobody Is Playing High Level Characters
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<blockquote data-quote="OB1" data-source="post: 7888237" data-attributes="member: 6796241"><p>Yes! And will be totally unique based on the composition of the party involved. That's why, IMO, pre-canned high level adventures don't work, the number of potential variables are just too high to be scripted. At Tier IV, the best adventure for a party is one that is created by a DM for that party. That's the way high level play should be experienced. </p><p></p><p>IMO, the DMG already provides a great framework for DMs to build those types of adventures for DMs who have taken a party through a precanned adventure or one they designed on their own.</p><p></p><p>That said, I do think the game could benefit from a DM toolkit to help build higher level adventures. High level story hooks, NPCs (including high level nemisis and rivals), encounters (including exploration and social, not just combat) and just general advice on how to build from the choices players make. Allowing each session to inform the next, providing a compelling story of adventure and heroism each time the group gets together.</p></blockquote><p></p>
[QUOTE="OB1, post: 7888237, member: 6796241"] Yes! And will be totally unique based on the composition of the party involved. That's why, IMO, pre-canned high level adventures don't work, the number of potential variables are just too high to be scripted. At Tier IV, the best adventure for a party is one that is created by a DM for that party. That's the way high level play should be experienced. IMO, the DMG already provides a great framework for DMs to build those types of adventures for DMs who have taken a party through a precanned adventure or one they designed on their own. That said, I do think the game could benefit from a DM toolkit to help build higher level adventures. High level story hooks, NPCs (including high level nemisis and rivals), encounters (including exploration and social, not just combat) and just general advice on how to build from the choices players make. Allowing each session to inform the next, providing a compelling story of adventure and heroism each time the group gets together. [/QUOTE]
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Nobody Is Playing High Level Characters
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