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Running D&D 5e for Levels 10+
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<blockquote data-quote="Coroc" data-source="post: 7285345" data-attributes="member: 6895991"><p>I wanted to write something similar to what [MENTION=6880599]ClaytonCross[/MENTION] wrote in #35 but i would not have done it so perfectly with all the math.</p><p></p><p>Exactly this is your Problem most of the time when you complain about having no challenge for your mid to high Level Group!</p><p></p><p>Stop playing your Dragon like an acid blob who sits there to be slaughtered.</p><p></p><p>A Dragon (/Vampire/Lich/Evil Archnecromancer/fiend) should per Definition have at least the same intelectual capabilities like your most intelligent Party member.</p><p></p><p>That means he will not have eventually a good tactic for the Group, but he will have a perfect tactic and exploit every weakness!</p><p></p><p>Be fair though, the Dragon is sure to kill the caster / ranged guy / healer first unless he is intimidated to Launch his wrath on a tank guy instead.</p><p></p><p>The dumb Level 21 orc captain though will have difficulties to decide who is the Party cleric and who is the rogue though.</p><p></p><p>The key to overcome highly intelligent opponents should be something like exploiting some flaw in their personality, making them underestimate the Party</p><p>or intensive tactical planning / battlefield selection by the Group and not a dpr Ratio required, not ever.</p><p></p><p>If you do not want to use minions there are certain ways around this. </p><p></p><p>1. Make the solo Boss real tough hitpoinwise. So if your Group dishes out 100 Points of damage average then the Vampire Lord has 200 hp and he regenerates 30hp next round (the round when he charms the Charisma dump character into backstabing the Party cleric before truning invisible to regenerate a bit more)</p><p></p><p>2. Prebuff if your end Boss is the squishier type. For enemy mages have contigencies going of for them. They might have a clone prepared. The Party might notice that they slayed the Simulacrum instead of the real bbeg.</p><p></p><p>3. for the melee types: give them Speed, no hit and run tactics. Make them hit real hard and reliable. +12 to +14 to hit is a fair game. Multiattack of course.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7285345, member: 6895991"] I wanted to write something similar to what [MENTION=6880599]ClaytonCross[/MENTION] wrote in #35 but i would not have done it so perfectly with all the math. Exactly this is your Problem most of the time when you complain about having no challenge for your mid to high Level Group! Stop playing your Dragon like an acid blob who sits there to be slaughtered. A Dragon (/Vampire/Lich/Evil Archnecromancer/fiend) should per Definition have at least the same intelectual capabilities like your most intelligent Party member. That means he will not have eventually a good tactic for the Group, but he will have a perfect tactic and exploit every weakness! Be fair though, the Dragon is sure to kill the caster / ranged guy / healer first unless he is intimidated to Launch his wrath on a tank guy instead. The dumb Level 21 orc captain though will have difficulties to decide who is the Party cleric and who is the rogue though. The key to overcome highly intelligent opponents should be something like exploiting some flaw in their personality, making them underestimate the Party or intensive tactical planning / battlefield selection by the Group and not a dpr Ratio required, not ever. If you do not want to use minions there are certain ways around this. 1. Make the solo Boss real tough hitpoinwise. So if your Group dishes out 100 Points of damage average then the Vampire Lord has 200 hp and he regenerates 30hp next round (the round when he charms the Charisma dump character into backstabing the Party cleric before truning invisible to regenerate a bit more) 2. Prebuff if your end Boss is the squishier type. For enemy mages have contigencies going of for them. They might have a clone prepared. The Party might notice that they slayed the Simulacrum instead of the real bbeg. 3. for the melee types: give them Speed, no hit and run tactics. Make them hit real hard and reliable. +12 to +14 to hit is a fair game. Multiattack of course. [/QUOTE]
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