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Running 5e at high Levels
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<blockquote data-quote="MerricB" data-source="post: 9352615" data-attributes="member: 3586"><p>I've run my own homebrew 5E Greyhawk campaign up to level 20. We had a lot of fun. (We're currently at level 13 in the successor campaign).</p><p></p><p>I'm a fan of the players - sort of - and so any wacky solution they want to try is fine by me. But I tend to create my own monsters and add in interesting immunities and vulnerabilities. The spellcasters of the group were not so fond of the "Space Trolls" (trolls wearing extradimensional armour) which reflected their spells back at them - at least until they worked out the trick to negate that!</p><p></p><p>I find Big Bruiser melee monsters tend to actually work really well. Just make sure they have a +10 attack bonus or better and enough damage to matter; though that value depends on your preferences. And have a couple of other monsters that can attack at range. I am <em>not</em> a fan of monsters who just TPK the party. You can do a lot better than that. (Area of Effect stun attacks? Not a chance!)</p><p></p><p>By those levels, challenge ratings aren't an exact science - and the capabilities of the group can vary immensely. So just keep an eye on what ends up being fun and doing more of that.</p><p></p><p>I've been fortunate to not have a group which is doing a lot of objective jumping. Things like Teleport and Scrying are underused. Even so, I think most of the scenarios I design hamper "easy" victories by those methods.</p><p></p><p>Back in the day, I ran ALL of Age of Worms (up to level 21) using 3.5E rules. It had a few problems in its original ruleset, which were a key factor of why I moved away to 4E when that released.</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9352615, member: 3586"] I've run my own homebrew 5E Greyhawk campaign up to level 20. We had a lot of fun. (We're currently at level 13 in the successor campaign). I'm a fan of the players - sort of - and so any wacky solution they want to try is fine by me. But I tend to create my own monsters and add in interesting immunities and vulnerabilities. The spellcasters of the group were not so fond of the "Space Trolls" (trolls wearing extradimensional armour) which reflected their spells back at them - at least until they worked out the trick to negate that! I find Big Bruiser melee monsters tend to actually work really well. Just make sure they have a +10 attack bonus or better and enough damage to matter; though that value depends on your preferences. And have a couple of other monsters that can attack at range. I am [I]not[/I] a fan of monsters who just TPK the party. You can do a lot better than that. (Area of Effect stun attacks? Not a chance!) By those levels, challenge ratings aren't an exact science - and the capabilities of the group can vary immensely. So just keep an eye on what ends up being fun and doing more of that. I've been fortunate to not have a group which is doing a lot of objective jumping. Things like Teleport and Scrying are underused. Even so, I think most of the scenarios I design hamper "easy" victories by those methods. Back in the day, I ran ALL of Age of Worms (up to level 21) using 3.5E rules. It had a few problems in its original ruleset, which were a key factor of why I moved away to 4E when that released. Cheers, Merric [/QUOTE]
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