Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Running 5e at high Levels
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="wedgeski" data-source="post: 9352702" data-attributes="member: 16212"><p>I'm running a 17th level 5E campaign. Most of the players have never played at this kind of level. They're only now discovering the possibilities of scrying, divination, wish, etc. Adjustment to <em>Wish</em> have done wonders for abuse of that spell (I never relished the "deliberately misinterpret the wording to nerf the spell" school of thinking), but still leaves the problem to contend with of opening the vast majority of spells to the party.</p><p></p><p>Scrying I see as more of an opportunity than a game-breaker. They've been subject to it multiple times, and it always freaks them out. Whenever they use it for themselves, it's always a fun chance to reveal just enough to make the spell worth using, but not so much it short-cuts entire sessions.</p><p></p><p>Challenging them overall is a matter of setting what seems like an impossible task, and letting them roll. Don't be afraid to curtail game-breaking effects. The party has had 17 levels to enjoy teleporting about the place; I feel no guilt making it a risky proposition in the area of the Underdark where the campaign is reaching its conclusion. Alternatively, give the players a reason <em>not</em> to short-circuit a location. The paladin in my group correctly suspects that the last gem required to acvtivate his dormant <em>Holy Avenger</em> may well be in a hidden vault somewhere near their current location. He would certainly balk at the idea of a long-range teleport into the next adventure.</p><p></p><p>Challenging them in combat is (as I see it) a simple matter of ensuring there are goals that don't revolve around killing a foe. Keep this NPC alive. Stop that thing from collapsing. Slow down this thing so xyz can heppn before it arrives. Make the monsters an environmental hazard, not the goal. This has been my go-to design ethic for some time.</p><p></p><p>Where the monsters <em>are</em> the goal, just build something you think will be impossible to kill, and proceed to be amazed at the ingenuity and resilience of your players. This means being prepared to watch hours of careful prep go up in flames in 2 rounds. Be prepared to adjust the encounter on the fly (I know this is anathema to some DM's) with extra monster waves, or other effects that you can turn on or off as needed. Then again, when players hear they face-rolled what you assumed would be a deadly fight, it certainly puts a smile on their faces.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 9352702, member: 16212"] I'm running a 17th level 5E campaign. Most of the players have never played at this kind of level. They're only now discovering the possibilities of scrying, divination, wish, etc. Adjustment to [I]Wish[/I] have done wonders for abuse of that spell (I never relished the "deliberately misinterpret the wording to nerf the spell" school of thinking), but still leaves the problem to contend with of opening the vast majority of spells to the party. Scrying I see as more of an opportunity than a game-breaker. They've been subject to it multiple times, and it always freaks them out. Whenever they use it for themselves, it's always a fun chance to reveal just enough to make the spell worth using, but not so much it short-cuts entire sessions. Challenging them overall is a matter of setting what seems like an impossible task, and letting them roll. Don't be afraid to curtail game-breaking effects. The party has had 17 levels to enjoy teleporting about the place; I feel no guilt making it a risky proposition in the area of the Underdark where the campaign is reaching its conclusion. Alternatively, give the players a reason [I]not[/I] to short-circuit a location. The paladin in my group correctly suspects that the last gem required to acvtivate his dormant [I]Holy Avenger[/I] may well be in a hidden vault somewhere near their current location. He would certainly balk at the idea of a long-range teleport into the next adventure. Challenging them in combat is (as I see it) a simple matter of ensuring there are goals that don't revolve around killing a foe. Keep this NPC alive. Stop that thing from collapsing. Slow down this thing so xyz can heppn before it arrives. Make the monsters an environmental hazard, not the goal. This has been my go-to design ethic for some time. Where the monsters [I]are[/I] the goal, just build something you think will be impossible to kill, and proceed to be amazed at the ingenuity and resilience of your players. This means being prepared to watch hours of careful prep go up in flames in 2 rounds. Be prepared to adjust the encounter on the fly (I know this is anathema to some DM's) with extra monster waves, or other effects that you can turn on or off as needed. Then again, when players hear they face-rolled what you assumed would be a deadly fight, it certainly puts a smile on their faces. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Running 5e at high Levels
Top