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Running D&D 5e for Levels 10+
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<blockquote data-quote="pemerton" data-source="post: 7297765" data-attributes="member: 42582"><p>Obviously changes that take place on character sheets in my living room have no effect on the contents of books written and published by people some time in the past, in a place far from me.</p><p></p><p>But the idea that the GM is expected to modulate the contents of the fiction so as to be challenging yet fair is a very standard one. For instance, on p2 of module X2 Castle Amber (by Tom Moldvay) - a module written for Gygaxian-type skilled play, but with a quirky flavour overlay - we get the following:</p><p></p><p style="margin-left: 20px">This module has been designed for a party of 6 to 10 characters, between the 3rd and 6th levels of experience. The total of the party's experience levels shoul be from 26 to 34, with a total of 30 being best. . . . If the party has a strength of less than 26 levels or more than 34, the DM may wish to adjust the strength of the monsters in this module - either making them smaller and less numerous or larger and more numerous.</p><p></p><p>I could find similar verbiage in other modules, but X2 happens to be the one I have ready to hand.</p><p></p><p>Nearly every module ever written for D&D was written so that the players could tackle it with their PCs, and - perhaps - beat it. (See eg every tournament module ever, but not only them - eg the I series, the B/X modules, most APs as best I can tell, etc.)</p><p></p><p>(I say "nearly every" because some modules seem to have been written because the author wanted to show off some fiction-writing ability. I put many Planescape modules in this category; they are generally bad modules, for this reason.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7297765, member: 42582"] Obviously changes that take place on character sheets in my living room have no effect on the contents of books written and published by people some time in the past, in a place far from me. But the idea that the GM is expected to modulate the contents of the fiction so as to be challenging yet fair is a very standard one. For instance, on p2 of module X2 Castle Amber (by Tom Moldvay) - a module written for Gygaxian-type skilled play, but with a quirky flavour overlay - we get the following: [indent]This module has been designed for a party of 6 to 10 characters, between the 3rd and 6th levels of experience. The total of the party's experience levels shoul be from 26 to 34, with a total of 30 being best. . . . If the party has a strength of less than 26 levels or more than 34, the DM may wish to adjust the strength of the monsters in this module - either making them smaller and less numerous or larger and more numerous.[/indent] I could find similar verbiage in other modules, but X2 happens to be the one I have ready to hand. Nearly every module ever written for D&D was written so that the players could tackle it with their PCs, and - perhaps - beat it. (See eg every tournament module ever, but not only them - eg the I series, the B/X modules, most APs as best I can tell, etc.) (I say "nearly every" because some modules seem to have been written because the author wanted to show off some fiction-writing ability. I put many Planescape modules in this category; they are generally bad modules, for this reason.) [/QUOTE]
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