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Running D&D 5e for Levels 10+
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<blockquote data-quote="The Crimson Binome" data-source="post: 7290446" data-attributes="member: 6775031"><p>Specifically for the 1-20 game that I ran, I was running it as close to by-the-book as possible, so I could gain first-hand experience with how the system worked baseline. My goal was to figure out which parts of the game <em>didn't</em> work, so I would know what kind of house rules or DMing guidelines I would need to bring into the next campaign.</p><p></p><p>Things were mostly working out at low levels, but by level nine, I was seriously starting to suspect that the monsters weren't keeping up with the party, so I included a completely optional side-quest to defeat a balor in ritual combat. When the party managed to win that, I knew that I was going to have to change something in order to keep the game interesting for another eleven levels. Skewing the encounter table to include tougher combinations of monsters seemed like it would give more useful data than going through and altering each individual monster to be arbitrarily more powerful.</p><p></p><p>My conclusion, for the next game I run, is to use more homebrew monsters; but more importantly, to drastically cut back the natural healing rate, so you don't have to fight ten Empyreans all in one day before anyone starts running low. (Also, reduce the damage of weapons by an additional fifty percent when used underwater, unless the weapon is piercing <em>and</em> the creature has a swim speed.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7290446, member: 6775031"] Specifically for the 1-20 game that I ran, I was running it as close to by-the-book as possible, so I could gain first-hand experience with how the system worked baseline. My goal was to figure out which parts of the game [I]didn't[/I] work, so I would know what kind of house rules or DMing guidelines I would need to bring into the next campaign. Things were mostly working out at low levels, but by level nine, I was seriously starting to suspect that the monsters weren't keeping up with the party, so I included a completely optional side-quest to defeat a balor in ritual combat. When the party managed to win that, I knew that I was going to have to change something in order to keep the game interesting for another eleven levels. Skewing the encounter table to include tougher combinations of monsters seemed like it would give more useful data than going through and altering each individual monster to be arbitrarily more powerful. My conclusion, for the next game I run, is to use more homebrew monsters; but more importantly, to drastically cut back the natural healing rate, so you don't have to fight ten Empyreans all in one day before anyone starts running low. (Also, reduce the damage of weapons by an additional fifty percent when used underwater, unless the weapon is piercing [I]and[/I] the creature has a swim speed.) [/QUOTE]
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