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Running D&D 5e for Levels 10+
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<blockquote data-quote="Oofta" data-source="post: 7285120" data-attributes="member: 6801845"><p>Specifically for higher levels, things that I do are (I mix and match the below a lot)</p><ul> <li data-xf-list-type="ul">Monsters have advantage on a regular basis. I justify it multiple ways, or just secretly roll it.</li> <li data-xf-list-type="ul">Do more damage. Not just more damage, but more <em>types</em> of damage. Particularly useful for my wife's half-orc character that has resistance to weapon damage. The BBEG has a sword made of lightning.</li> <li data-xf-list-type="ul">Attack more. Bonus actions or just multiple attacks.</li> <li data-xf-list-type="ul">Attacks that do more than damage. Taking people out of the fight is boring, but restraining them with a giant tentacle that is slowly crushing them? Go for it.</li> <li data-xf-list-type="ul">Transformations. This one is a little trickier (and to do justice would take more time than I have) but instead of making monsters big bags of HP, have them change at certain points. At a 2/3 of their HP they lose some AC but start blindly flailing getting more attacks at a bonus. At 1/3 their HP their acidic/demonic blood is spraying everywhere causing automatic damage (or constitution save for half). When they die they explode.</li> <li data-xf-list-type="ul">Spiritual allies. Instead of giving a monster minions that can be killed, they send out spiritual allies (inspired by a cleric's spiritual weapon) that can attack as a bonus action</li> <li data-xf-list-type="ul">Counterspell. This one can be annoying if overused, but give the enemy casters counterspell. If you really want to be mean, the enemy caster is a sorcerer that can cast without verbal or somatic so their counter can't be countered.</li> <li data-xf-list-type="ul">Ranged attacks. Almost all creatures have effective range attacks or can get to people that are flying away.</li> <li data-xf-list-type="ul">Different saves. I make up a lot of monsters. So sometimes it's going to be strength saves, sometimes it's going to be intelligence and so on. I don't pick on individuals, but I do try to vary what I'm targeting.</li> </ul><p></p><p>That's what I can think of off the top of my head, after way too much food and family today. Everything else is more generic stuff, but I still find it useful at higher levels. One thing you <em>won't</em> find on my list is increasing HP. I do it once in a blue moon but I can probably count the times on one hand and have fingers left over.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7285120, member: 6801845"] Specifically for higher levels, things that I do are (I mix and match the below a lot) [LIST] [*]Monsters have advantage on a regular basis. I justify it multiple ways, or just secretly roll it. [*]Do more damage. Not just more damage, but more [I]types[/I] of damage. Particularly useful for my wife's half-orc character that has resistance to weapon damage. The BBEG has a sword made of lightning. [*]Attack more. Bonus actions or just multiple attacks. [*]Attacks that do more than damage. Taking people out of the fight is boring, but restraining them with a giant tentacle that is slowly crushing them? Go for it. [*]Transformations. This one is a little trickier (and to do justice would take more time than I have) but instead of making monsters big bags of HP, have them change at certain points. At a 2/3 of their HP they lose some AC but start blindly flailing getting more attacks at a bonus. At 1/3 their HP their acidic/demonic blood is spraying everywhere causing automatic damage (or constitution save for half). When they die they explode. [*]Spiritual allies. Instead of giving a monster minions that can be killed, they send out spiritual allies (inspired by a cleric's spiritual weapon) that can attack as a bonus action [*]Counterspell. This one can be annoying if overused, but give the enemy casters counterspell. If you really want to be mean, the enemy caster is a sorcerer that can cast without verbal or somatic so their counter can't be countered. [*]Ranged attacks. Almost all creatures have effective range attacks or can get to people that are flying away. [*]Different saves. I make up a lot of monsters. So sometimes it's going to be strength saves, sometimes it's going to be intelligence and so on. I don't pick on individuals, but I do try to vary what I'm targeting. [/LIST] That's what I can think of off the top of my head, after way too much food and family today. Everything else is more generic stuff, but I still find it useful at higher levels. One thing you [I]won't[/I] find on my list is increasing HP. I do it once in a blue moon but I can probably count the times on one hand and have fingers left over. [/QUOTE]
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