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Running D&D 5e for Levels 10+
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<blockquote data-quote="cooperjer" data-source="post: 7283690" data-attributes="member: 6862150"><p>At that level you need to be on top of the number of encounters per day. The game continues to be one of resource management, and at level 10 + I feel the combat encounters should be a function of daily XP. I get the impression from game developers that higher level characters open up the possibility to higher level encounters (traps, monsters, rival enemies, more challenging exploration, etc.). Also, depending on the story you have planned, the encounters could be more social, include more subterfuge, and less sword swinging.</p><p></p><p>I'm running PotA with level 11 characters, with rolled stats, and with the average number of magic items. The story is heavy in the combat encounter part, but I add in environmental challenges to hopefully keep things interesting. In addition, I use time as a tool. The characters are pressured by a time limit and the players are given options on how to mitigate the consequences of not meeting that time limit. They are also be given difficult choices on how to shortcut the time constraints.</p><p></p><p>Sent from my VS988 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="cooperjer, post: 7283690, member: 6862150"] At that level you need to be on top of the number of encounters per day. The game continues to be one of resource management, and at level 10 + I feel the combat encounters should be a function of daily XP. I get the impression from game developers that higher level characters open up the possibility to higher level encounters (traps, monsters, rival enemies, more challenging exploration, etc.). Also, depending on the story you have planned, the encounters could be more social, include more subterfuge, and less sword swinging. I'm running PotA with level 11 characters, with rolled stats, and with the average number of magic items. The story is heavy in the combat encounter part, but I add in environmental challenges to hopefully keep things interesting. In addition, I use time as a tool. The characters are pressured by a time limit and the players are given options on how to mitigate the consequences of not meeting that time limit. They are also be given difficult choices on how to shortcut the time constraints. Sent from my VS988 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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