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Running D&D 5e for Levels 10+
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<blockquote data-quote="hawkeyefan" data-source="post: 7286107" data-attributes="member: 6785785"><p>If someone’s car breaks down on the road and they ask how to get it car started again, telling them that Nissan needs to design better transmissions does not help, regardless of how valid a criticism it may or may not be. Say that to someone on the side of the road and see if they say thanks. </p><p></p><p>The way to challenge high level groups is to:</p><p>- have the NPCs/monsters behave as thinking creatures with goals other than challenging the party, with a primary focus on how to not die</p><p>- vary the goals of combat so that there is more to it than depleting the opposition of HP</p><p>- change up monster stats and abilities to keep players on their toes</p><p>- match the player level of optimization- if your players have squeezed out every last bit of character utility, then do so with monsters and NPCs as well</p><p>- vary the number and types of encounters in a day/week/whatever so that the players cannot predict when they “can” nova</p><p>- don’t be afraid to let the PCs succeed...and then learn from that as a DM. If the PCs beat the crap out of a Balor, then think about why it happened, and don’t be afraid to change things to make the Balor be the kind of threat you want it to be for the party</p><p>- solo creatures are weak if not bolstered by lair and legendary actions- use these design elements. Do not pretend that these design elements don’t exist. Hell, increase them if you feel you need to. Why can’t some legendary dragon that you intend to be an epic threat to your PCs have 5 Legendary Actions? Why can’t one of those actions be an additional movement?</p><p></p><p>Pretty sure almost all of the above has been offered as advice in this thread and others, but it never hurts to repeat. The truth is, when asking what can be done to improve the game, the answers are in our hands.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7286107, member: 6785785"] If someone’s car breaks down on the road and they ask how to get it car started again, telling them that Nissan needs to design better transmissions does not help, regardless of how valid a criticism it may or may not be. Say that to someone on the side of the road and see if they say thanks. The way to challenge high level groups is to: - have the NPCs/monsters behave as thinking creatures with goals other than challenging the party, with a primary focus on how to not die - vary the goals of combat so that there is more to it than depleting the opposition of HP - change up monster stats and abilities to keep players on their toes - match the player level of optimization- if your players have squeezed out every last bit of character utility, then do so with monsters and NPCs as well - vary the number and types of encounters in a day/week/whatever so that the players cannot predict when they “can” nova - don’t be afraid to let the PCs succeed...and then learn from that as a DM. If the PCs beat the crap out of a Balor, then think about why it happened, and don’t be afraid to change things to make the Balor be the kind of threat you want it to be for the party - solo creatures are weak if not bolstered by lair and legendary actions- use these design elements. Do not pretend that these design elements don’t exist. Hell, increase them if you feel you need to. Why can’t some legendary dragon that you intend to be an epic threat to your PCs have 5 Legendary Actions? Why can’t one of those actions be an additional movement? Pretty sure almost all of the above has been offered as advice in this thread and others, but it never hurts to repeat. The truth is, when asking what can be done to improve the game, the answers are in our hands. [/QUOTE]
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